Category:Editing Teleporters
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 Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available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.
Teleporters
Map Name: TUTORIAL.MAP (ROOM 4-C)
Teleporters are one of the most popular effects to construct, and are quite easy.
- STEP 1: Create a sector that the player will start from. This will be known as the "source" sector.
- STEP 2: Create another sector where the player will exit from. This will be known as the "destination" sector.
- STEP 3: Place one sector effector sprite in both the source and destination sectors. The angle of these sprites is the angle in which the player will face upon teleporting to that particular sector. Give both sector effector sprites the same, unique hitag value, and a lotag value of 7.
- NOTE 1: The source and destination sectors do not have to be the exact same size for this effect to work properly.
Sewer Holes & Silent Teleporters
Map Name: TUTORIAL.MAP (ROOM 4-D)
This effect is the exact same as the regular teleporting effect, with the only exception being that no sounds or animations are made upon teleporting from the source to the destination sectors. We will construct a square sewer hole for this example.
- STEP 1: Create your source sector and lower the floor down to the point that you cannot see it when looking down (I'm assuming that you are starting on the upper level).
- STEP 2: Create your destination sector and raise the ceiling up to the point that you cannot see it when looking up.
- NOTE 1: The source and destination sectors should be *exactly* alike in order for this effect to look its best.
- STEP 3: Place one sector effector in both the source and destination sectors. Give both sprites the same, unique hitag, and give them both a lotag value of 7. Lower the sector effector in the source sector down to the bottom of the hole (use [CTRL]+[PGDN] to do this quickly). Raise the sector effector in the destination sector to the top of the hole (this time use [CTRL]+[PGUP]).
- NOTE 2: The angle of the sector effectors does not need to be changed. The player's angle upon entry of the source sector is the same when he exits the destination sector.
- STEP 4: Raise the sector effector in the source sector up off of the ground. A few [PGUP] units will do fine (5 or 6 seem to work).
- STEP 5: Lower the sector effector in the destination sector down from the ceiling. A few [PGDN] units will do fine (5 or 6 seem to work). You're finished! Take a look at the tutorial map if you don't quite understand.
One Way Teleporters (Version 1.4 or 1.5 Required)
Map Name: ATOMIC.MAP (ROOM #1)
One way teleporters are a new effect available in versions 1.4 and 1.5 of Duke Nukem 3D, and they are quite useful. Follow these steps to make this effect work properly:
- STEP 1: Place one sector effector sprite in the sector that the player will enter *first* (the teleporting sector). Give this sprite a lotag value of 7 and a unique hitag value.
- STEP 2: Place one sector effector sprite in the sector that the player will teleport to. Give this sprite a lotag value of 23, and a hitag value equal to the sector effector hitag in step 1. The angle of the sprite is the direction the player will face upon being teleported. If you do not want the flash or teleporting sound effects to play when teleported to this second sector effector, change the palette of the sprite to anything above 0. If you do want them to play, leave the palette as 0.
One Way Teleporters (Version 1.3D Workaround)
Map Name: TUTORIAL.MAP (ROOM 4-E)
This is a way to fool the game into making a one way teleporter in version 1.3D of the game.
- STEP 1: Create your source teleporting sector. Place one sector effector sprite in this sector, giving it a lotag value of 7 and a unique hitag value.
- STEP 2: Place one sector effector sprite where you want the player to exit. Give it the same unique hitag as the sector effector sprite in step 1, and give it a lotag value of 7. Then, lower this sprite into the ground until you can no longer see it. Take a look at the tutorial map if you do not understand.
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