By: Ben Safranski - 11/27/00
Established: October, 1996
Help with: Doors | lights | sector stuff (rising, dropping, rotating) | teleporters | water | lifts | spawning stuff (items and enemies) | earthquakes | subways | destructable walls | crushers | glass | vents | security cameras | C-9 | mirrors | sectors over sectors | force fields | conveyor belts | Pig Cop Recon Patrol vehicles | "Parallaxed walls" | Weaponless Duke
If you bought the game and have the cd: Copy ALL the files from the \goodies\build\ directory of the cd to the \Duke3d\ directory of your hard drive and run "Build.exe".
If you copied the game from a friend and don't have the cd: Screw you. You don't deserve to be playing Duke3d at all, much less editing levels.
If your screen shows a bunch of jumbled colors when you go into 3d mode, you must copy ALL of the files from the \goodies\build\ directory of your cd to the \Duke3d\ directory of your hard drive. Make sure to copy these files IN DOS, NOT WINDOWS. This should solve your problem. If it doesn't, run bsetup.exe and experiment with different video modes. Make sure its set to one that is compatible with your video card.
Note: before you start learning about sector effectors, you need to learn about basic sprite manipulation. Run Buildhlp.exe first. Then, download Mapfaq V1.3 from this site and read the following about sector effectors. Then, you can go on to more advanced things.
If you're just getting started with Build, you're probably hearing the term "sector effector" alot. Don't be scared. Sector effectors are quite simple. They are what make things happen in Duke. Things like rotating sectors, earthquakes, explosions, etc. are caused by sector effectors in those sectors. Here is how to make a sector effector: place a sprite and change it to sprite #1, the blue "S" on a black backing in the first row of textures. Another thing you hear associated with sector effectors is their "number," like sector effector #4, or sector effector #15. This refers to the lotag of the sector effector sprite. The sprite's lotag (i.e., the se's "number") determines what effect the SE will have on the sector its in. Refer to buildhlp.exe (included with Build) if you don't know how to change a sprite's lotag. So, if you ever hear someone say, "place sector effector number 23 in the sector," hopefully now you'll know what to do.
Regular doors (like from Doom) - Step 1: Make 3 sectors - the 2 sectors to be connected by the door, and the actual door sector. Give the door sector a lotag of 20. Step 2: Bring the ceiling of the door sector down to it's floor. Done.
Down doors - Step 1: Make 3 sectors - the 2 sectors to be connected by the door, and the actual door sector. Give the door sector a lotag of 21. Step 2: Bring the floor of the door sector up to it's ceiling. Done.
Up and down doors - (splits in the middle) Step 1: Make 3 sectors - the 2 sectors to be connected by the door, and the actual door sector. Give the door sector a lotag of 22. Step 2: Bring the floor and the ceiling of the sector together, matching heights in the middle. Done.
Swinging doors - Step 1: Make the 2 sectors to be connected by the swinging door. Step 2: Make a small sector to be the swinging door. If you're not sure what I mean, click here. Make sure it is valid player space. (Press Alt-S with the mouse cursor inside the sector to make it valid player space - the walls should turn red.) Give the sector that will be the door a lotag of 23. Step 3: Now, to put the door in place. Make sure grid locking is ON. Drag the upper-right and upper-left points of the door sector into place. Click here to see what I mean. At this time, you must turn grid locking OFF. Now, drag the lower-right point of the door along the line between the 2 sectors, bringing it to a stop as close as you can to the bottom point of this line. Click here to see what I mean. Drag the lower-left point of the door to the grid point directly to the left of the lower-right point of the door sector. The door sector should now look like a rectangle. Step 3: Put 2 sprites inside the door sector - a music and sfx sprite, and a sector effector. Give the music and sfx sprite a lotag of 165. Give the sector effector a lotag of 11 and a unique hitag. Move the sector effector as close as you can get it to the point that will be the "hinge" of the door without actually putting it on top of the point, and change the angle of the sprite to point the direction that you want the door to swing. Click here to see what I mean. Step 4: Go into 3d mode. Bring the floor of the door sector up to where you want it. Done.
Sliding doors - This is a tough one to learn, but once you do learn how to do it, it's a cinch. It would be extremely difficult to explain how to make, so I'll just provide this example map. Just pull it apart and take a look at it, and you shouldn't have any problems. But if you do, E-mail me. (See the top of the page)
Auto-closing doors - Put a sector effector in the door sector. Give it a lotag of 10. The hitag determines how long the door will stay open. 32 = One second. For example, if you give it a hitag of 64, it will stay open for 2 seconds.
Locked doors - Put an ActivatorLocked sprite in the sector of the door you want to be locked. Put an access card panel on the wall next to the door. Give these sprites matching lotags. If you want it to be unlocked by a blue access card, leave it the way it is. For red, change the palette of the access card panel and the actual access card to 21. For yellow, the palette is 23.
Light switches - Put a sector effector in the sector that you want to light up with the switch. Give the sector effector a lotag of 12. Change its shade to how bright you want the sector to be when the light is ON. Give the sector effector a hitag. Now, put a light switch on the wall. Give it a lotag. Doesn't matter what the lotag is, as long as no other light switch has the same lotag. Now, give this lotag to the sector effector as a hitag. For example, if you gave the switch a LOTAG of 20, you would want to give the sector effector a HITAG of 20. Done.
Pulsating lights - Put a cycler sprite (the C in the top row of sprites) in the sector that you want to have pulsating lights. Put a gspeed sprite in the sector to adjust the speed of the pulsation. The lotag of the gspeed determines how fast the lights will cycle. The shade of the cycler sprite is the brightest the lights will cycle to. The way the sector starts is the darkest it will cycle to. If you want two sectors' light to cycle in unison, give the two cyclers matching lotags and make sure the gspeed sprites in the two sectors have the same lotag.
Random lights - Put a sector effector in the sector that you want to have random lighting. Give it a lotag of 4. Make the shade of the sector effector sprite the brightest you want the sector to flash. The way the sector starts is the darkest it will be. If you give two random light sector effectors the same hitag, the sectors they are in will flash in unison. If you want to make the lights flash a color, than change the palettes of the walls, ceiling, and floor of the sector to the color you want them to flash. For example, if you want the lights to flash red, go into 3d mode and change the palettes of the floor, ceiling, and walls of the sector to 2. (To change a wall, ceiling, ot floor's palette, point at it 3d mode and press Alt-P. This also works with sprites.)
Open a door, room lights up - Put a sector effector in the door sector and in each of the sectors to be lit up. Change the shade of the sector effectors to how bright you want it to be when the door is open. Give all the sector effectors the same hitag, and a lotag of 4. Note - this will not work with swinging doors.
Shoot the ceiling, random lights - This is a great effect. With it, when you shoot the ceiling of a sector, (i.e., shoot the lights "out") the lights in the sector begin to flash. Put a sector effector in the sector to be effected. Give the SE (sector effector) a lotag of 3. The SE's hitag should match the hitag of the sector it's in. The shade of the SE will determine how bright the sector starts, and also the brightest it will flash after it's ceiling is shot out. The way the sector starts is the darkest it will flash after it is shot out. Note - Make sure the texture of the ceiling is that of a light that can be shot out.
Dropping (floors) - Make the sector that you want the floor of to drop. Give this sector a lotag of 28. Put the floor at the height you want it to start at. Put 3 sprites in the sector - a sector effector, a gspeed, and an activator. Give the SE a lotag of 21. Change the angle of the SE to point towards the BOTTOM of the map. Give the switch or touchplate that makes the floor drop a unique lotag. Give this same lotag to the activator sprite in the dropping sector. Change the height of the SE to the height you want the floor to drop to. If you want the sector to make a sound when it drops, put a music and sfx sprite in the sector with a lotag of 80 or 81. The lotag of the gspeed determines how fast the floor will drop.
Dropping (ceilings) - Exactly the same as above, except the SE sprite should point towards the TOP of the map. Set the ceiling to the height you want it to start at, and put the SE at the height you want it to drop to.
Rising (floors) - Exactly the same as dropping floors. Set the floor to the height you want it to start at, and put the SE at the height you want the floor to rise to.
Rising (ceilings) - Exactly the same as dropping ceilings. Set the ceiling to the height you want it to start at, and put the SE at the height you want the ceiling to rise to.
Rotating - Make the sector that will rotate. Put 2 sector effector sprites inside this sector. Give one a lotag of 1, and leave the other's lotag at 0. Give them matching hitags. Put both SEs on the axis of the rotation, i.e. the point you want the sector to rotate around. The axis must be inside the sector that will rotate. Point to the floor of the rotating sector and press "r". To make a sector rotate around another sector (like the spinning lights in the arcade on the first level of the first episode), Make the sector that you want to rotate and the sector that it will rotate around. Do the same as above with the SEs, only make the SE with the lotag of 0 point toward the BOTTOM of the map. Click here to see what I mean.
Teleporters - Make the teleporter sectors. Put a sector effector in each sector. Give both these SEs lotags of 7, and matching hitags. Both sectors MUST be EXACTLY the same size.
Water - Make 2 sectors - the one you want to be the surface of the water, and the one you want to be underwater. Both sectors MUST be EXACTLY the same size. Give the sector that you want to be the surface of the water a lotag of 1, and the underwater sector a lotag of 2. Put an SE with a lotag of 7 in each of these sectors. Give these SEs matching hitags. The SEs must be in the same place in the sectors. If you're not sure what I mean, click here
Lifts - Make 3 sectors - the 2 sectors that will be connected by the lift, and the actual lift sector. Give the lift a lotag according to the desired behavior of the lift. Starts at top and comes down, ceiling stays put - 16. Starts at bottom and comes up, ceiling stays put - 17. Starts at top and comes down, ceiling and floor stay together - 18. Starts at bottom and comes up, ceiling and floor stay together - 19. Put a music and sfx sprite in the sector. Give it a lotag of 71 and a hitag of 73.
Spawning stuff - First, put a respawn sprite (the R in the first row of sprites) where you want the enemy or item to spawn. Give the respawn sprite and the touchplate or switch that activates the spawning matching lotags. The hitag of the respawn sprite should be the number of the sprite you want to spawn. To find out the number of a sprite, place the cursor on it in tile view mode (press v twice while pointing at a sprite in 3d mode), and the number of the sprite will appear in the lower left hand corner of the screen. For example, if you wanted to make a touchplate spawn an Enforcer, you would give the touchplate and respawn sprites matching lotags, and the respawn sprite a hitag of 2120.
Earthquakes - Make the sector or sectors to be affected during the earthquake. Make it look like it should look after the earthquake, i.e., altered floor/ceiling heights or slopes. Place two sprites in each sector that will be effected - a sector effector and a masterswitch. (The D in the first row of sprites.) Give the SEs lotags of 2, and matching hitags. Change the heights of the SEs and masterswitches so that they are at the height that you want the sectors to start at. Make another sector. This will be the sector that, when stepped on, activates the earthquake. Put a touchplate in this sector. Give this touchplate and all the masterswitches the same lotag. Note - Any one earthquake can either slope a floor OR alter the floor's height, but NOT both.
Subways - Make the sector that will be the subway. Go into 3d mode. Bring the floor up, add textures, whatever. Point to the floor of the sector and press R. Put a sector effector in the sector. Give it a lotag of 6 and a hitag of 1. Now, put Locators (sprite #6) around where you want the subway to go. These will define the track. Give the locators lotags. The subway will go to the locator with a lotag of 0 first, then the one with a lotag of 1, and so on. It is essential that you leave the first locator's lotag at 0, or the game will crash. To make the subway stop for 5 seconds at a locator, give that locator a hitag of 1. If you want to have 1 or more cars following the subway, make the car(s), and put an SE with a lotag of 14 in it. Making multiple subways in 1 level is possible, but it would be pretty difficult for me to explain how to do. If you really want to know how, E-mail me. (See the top of the page.)
Destructable walls - Make some sectors. Click here to see what I mean. Make the sectors that will be the destroyed walls look like they will after they're destroyed. Put a sector effector with a lotag of 13 in each of the sectors that will be destroyed. Put some seenine sprites in the wall holes. These will explode when you destroy the wall, making for a pretty cool effect. Make them invisible by shrinking them down all the way widthwise. (Use 4 and 6 on the number pad.) The lotags of the seenines will determine how long the delay is before they explode. Give all the seenines and SEs matching hitags. Put a crack on the wall above or beneath the hole in the wall. Bring it up to where you want it so that it's centered on the hole. Give the crack the same hitag you gave the seenines and SEs. Point to the wall above or below the hole and press O.
Crushers - These are super simple. Put a sector effector with a lotag of 25 in the sector you want to be the crusher. Done! You may want to put a gspeed sprite in the sector. The lotag of the gspeed sets the speed at which the crusher crushes. 100 is good.
Glass - This is VERY simple. Okay, first make 3 sectors. Click here to see what I mean. Go into 2d mode. Point at the line that will be the glass. Press b (this will make it block you from moving through it), and Ctrl-h. (This will make it shootable.) Now go into 3d mode. Bring the floor of sector #2 up a little. Point at the wall above or below the glass line and press m. Change the texture of the masked wall that appears to the glass texture. (Tile # 503.)
Vents - Make the sector that the vent will be off of, and the actual vent sector. Put the vent sprite on the line between the 2 sectors. Point it towards the non-vent sector. Go into 3d mode. Resize the vent sprite, and bring it up to the correct height. Point to it and press R, so that it doesn't follow you when you move. Point at it and press 1. Point to it, and press B. To see what the finished product should look like, click here.
Security cameras - Place the security camera sprite where you want it to be. Give it a unique lotag. If you want it to turn, give it a hitag. The hitag is how many degrees it will turn. The shade of the security camera sprite is how much it's tilted up or down. To make it tilt down, go into 3d mode. Give it a shade of 0. Point at it, and press + on the number pad about 20-25 times. This will make it tilt down at a good angle. Now, put a security monitor somewhere, and give the lotag you gave to the camera to the monitor as a hitag. For example, if you gave the camera a lotag of 10, the monitor should have a hitag of 10.
C-9 with a touchplate - Put the C-9 around. To make the C-9 invisible, so an explosion will just occur in thin air, decrease it all the way widthwise using the 4 and 6 keys on the number pad. Put the touchplate that you want to cause the explosion. Put a MasterSwitch sprite in each of the sectors that have seenine in them. Give the masterswitch and the touchplate matching lotags. Also give this same number to the seenine sprites as a hitags. For example, if you gave the masterswitch and touchplate lotags of 9, give all the seenine sprites hitags of 9. For a cool delay effect, give the seenines lotags. The higher the number of the lotag, the longer the delay before the seenine explodes. So give one of the seenines a lotag of 20, one a lotag of 40, and so on. This will create a really cool effect.
C-9 with a switch - Just the same as with a touchplate, except put a switch on a wall somewhere instead of putting a touchplate on the ground.
Mirrors - Make 3 sectors, as can be seen by clicking here. The sector behind the mirror needs to be bigger than the whole area visible in the mirror. Point to the floor of the middle sector in 3d mode and press M. Change the texture of the wall that appears to the mirror texture (Tile #503.) Point at the mirror and press 1 sothat you can see through it in places. Go into 2d mode. Point to the mirror line and press B to make it block you from passing, and Ctrl-H to make it shootable.
Sectors over sectors are easy to do. Make a sector. Make a hallway lead off this room, then curve around and go ontop of the first room. Click here to see what I mean. There are two rules to follow when making a sector over another sector. Rule #1 - The two sectors can not share a point. Rule #2 - The floor of the higher sector MUST be higher than the ceiling of the lower sector. Sectors over sectors can be kind of confusing, so I've provided this example map.
Force fields - Make 3 sectors. Click here to see what I mean. Point to the floor of the middle sector in 3d mode and press M. Change the texture of the wall that appears to the force field texture. (Tile #663.) Now, point to the forcefield and press M again. I know it'll disappear, but it'll be there in the game. Put a switch on a wall somewhere. Now, go into 2d mode. Point at the line of the forcefield, and press Alt-T. Enter a unique lotag for the wall. Give this same lotag to the switch. In the game, the frocefield will be on. When you hit the switch, the forcefield will turn off.
Conveyor belts - Make the sector that you want to be the conveyor belt. Put a sector effector with a lotag of 24 in it, and point it in the direction that you want the conveyor belt to move. If you want to make the belt activated by a switch, give the switch a unique lotag. Give this number to the SE as a hitag. For example, if you gave the switch a lotag of 6, give the SE a hitag of 6. To make water current, just give the conveyor belt sector a lotag of 1, and change the floor texture to water.
Pig Cop Recon Patrol Vehicles - Put the recon vehicle sprite. Put locators around to define the path of the vehicle. The vehicle will go to the locator with a lotag of 0 first, then the locator with a lotag of 1, then 2, and so on. It is essential that you leave the lotag of the first locator at 0, or the game will crash. Making multiple recon vehicles in 1 level is possible, but it would be pretty hard for me to tell you how to do. If you really want to know how, E-mail me. (See the top of the page.)
To create a "parallaxed wall" effect (like a window into space)- Step 1- Create a sector behind the window. Step 2- create a sector around the edge of the first sector. Step 3- Parallax the floors and ceilings of the first and second sectors. Step 4- bring the floor of the second sector all the way up to its ceiling. Finished!
To make Duke start out with no weapons, like in e1l3 ("Death Row"), make Duke start out being hurt. For example, put the starting point in slime or on the floor texture "Hurtrail" (#859). Don't thank me for this one, though, Gondark@sprynet.com gave me this little tidbit of info. Thanks Jay!