Category:Editing Sectors That Rise and Fall

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Revision as of 18:30, 23 November 2010 by Nexus (talk | contribs) (Elevator Transports: -write section)
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Build/Mapster32 Map Editing

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 Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available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.

Lifts

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.

STEP 2. Give the lift sector one of the following sector tags:

16- lift starts at the top floor. Only the floor of the lift moves, the ceiling does not.
17- lift starts at the bottom floor. Only the floor of the lift moves, the ceiling does not.
18- lift starts at the top floor. Both floor and ceiling move.
19- lift starts at the bottom floor. Both floor and ceiling move.

STEP 3. Add a Music&SFX sprite to the lift sector. The lotag of the Music&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.

Switch Operated Lifts

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.

Locked Lifts

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.

Elevator Transports

This simulates true level-over-level by warping you from one elevator sector to the other.

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'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.

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.

STEP 3: Decide which floor the elevator should start at. Give the sectoreffector in that sector a shade that's darker than the shade of the other one. 32 or 64 are good values. Give the sector that the elevator does not start at a hitag of 1.

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't do it it looks amateurish.

Constructing Destructible Buildings

Crushers (Engine Pistons)

Making the Ceiling Fall Upon an Explosion

Rotating & Rising Sectors

Making Ceilings and Floors Drop Down

Incremental Rising and Falling Sectors (v. 1.4 or 1.5 Required)

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