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 Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available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.
Map Name: ADVANCED.MAP (ROOM 1-C)
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).
Here's a step by step explanation on how to make sliding glass doors.
The following symbols are used:
* vertex - ¦ red lines = | / \ white lines
*=============* | | Sectors 'a' and 'e' are the corridor in which | a | the door will be made. *-------------* | | | b | *-------------* | | | | Sector 'c' will be the actual door. | | | c | *-------------* | | | d | *-------------* | | | e | *=============*
*=============* | | | a | *-------------* | | | b | *------*------* | ¦ | | ¦ | Sector 'c1' and 'c2' are the two parts | ¦ | of the door which will slide apart. | c1 ¦ c2 | *------*------* | | | d | *-------------* | | | e | *=============*
*=============* | | | a | *-------------* | | | b | *------*------* |\ ¦ /| | \ ¦ / | Make sure sectors 'f' and 'g' are valid player spaces. |f * ¦ * g| (Alt-S in 2D mode). | / c1 ¦ c2 \ | |/ ¦ \| *------*------* | | | d | *-------------* | | | e | *=============*
*=============*
| |
| a |
*-------------*
| |
| b |
*------*------*
|\ ¦ /|
| \ ¦ / | Raise the floors of sectors 'f' and 'g' and for each sector
|f *v1 ¦ v2* g| mask one of the diagonal lines. In this example we'll mask
| / ¦ \ | <- these two diagonal lines. Mask them for example with 'glass2'.
|/ c1 ¦ c2 \| If you use 'glass1' you'll be able to break the glass and walk
*------*------* through the door without ever having to open it.
| v3 | Make the walls a bit translucent so you can see through them.
| d | Also make them blockable and hittable ('b' and 'Ctrl-H in 2D mode).
*-------------* Lower the floors again to the same height as the floors of sectors
| | 'c1' and 'c2'.
| e |
*=============* 'v1' 'v2' and 'v3' have been named for the next picture.
*=============* | | | a | *-------------* | | | b | *------*------* |\ ¦ /| | \ c1 ¦ c2 / | 'v1' and 'v2' have been moved down onto 'v3' The three |f \ ¦ / g| vertices are all in the same place. They do NOT connect. | \ ¦ / | | \ ¦ / | *------*------* | v1-3 | | d | *-------------* | | | e | *=============*
*=============* | | | a | *-------------* | | | b | v4 *------*------* v5 |\ ¦ /| | \ c1 ¦ c2 / | Insert two new vertices on the diagonal lines. |f \ ¦ / g| 'v4' and 'v5' have been named for the next picture. | * ¦ * | | \ ¦ / | *------*------* | v1-3 | | d | *-------------* | | | e | *=============*
*=============* | | | a | *-------------* | b | | | | * v6 | | /!\ | | / ¦ \ | | / ¦ \ | | / ¦ \ | | / c1! c2 \ | |/ ¦ \| v4 *---* ¦ *---* v5 | f \ ¦ / g | *------*------* | v1-3 | | d | *-------------* | | | e | *=============*
*=============* | | | a | *-------------* | b | | v6 | The little triangles in the middle are sectors v4 *---*--*--*---* v5 'c1' and 'c2'. | f \ ¦ / g | v7 *------*------* v8 | v1-3 | | d | *-------------* | | | e | *=============*
*=============*
| |
| a |
v9 *-------------* v10
| b |
/ v6 \
v4 *-----*--*--*-----* v5 Move the vertices to the outside a bit.
| f \ ¦ / g |
v7 *--------*--------* v8
\ v1-3 /
| d |
v11 *-------------* v12
| |
| e |
*=============*
*=============*
| a |
|v9 v6 |v10
v4 *-*---*--*--*---*-* v5 'v9' and 'v10' have been moved down. Sector 'b' has
| f \ ¦ / g | a width of 0. Same goes for vertices 'v11' and 'v12',
v7 *-*------*------*-* v8 they have been moved up. Sector 'd' also has a width
|v11 v12| of 0.
| |
| e |
*=============*