=============================================================================
                 MAP EDITING FAQ v1.9 By Jonah Bishop
                     (FAQ Started By Brett Gmoser)
            This File Is Copyright (c) 1998 By Jonah Bishop
              SEE SECTION 0.10 FOR LICENSING INFORMATION
                     Visit Map FAQ Central Today!
                      http://mapfaq.3dportal.com
=============================================================================

*** NOTE: SEE SECTION 0.6 BEFORE PRINTING THIS OUT! ***

Table of Contents:

=================
0: ABOUT THIS FAQ
=================
        0.1 Who made all of this?
*         0.1.1 How can I contact the author?
*       0.2 What you should have gotten
*       0.3 Revision History
*       0.4 Thank-you's and Credits
        0.5 Where to get this FAQ
        0.6 Printing Information
*       0.7 I can't/don't want to print this FAQ, so what do I do?
        0.8 Map FAQ Central
        0.9 I have found an error in the FAQ.  What do I do?
        0.10 Licensing Agreement and Other Information

=========================
1: INFORMATION ABOUT MAPS
=========================
        1.1 What are maps?
          1.1.1 What else can I do with MAP files?
          1.1.2 Can I extract the original .MAP files from the game?
        1.2 What do I use to make maps?
          1.2.1 Can I make maps for other games?
        1.3 What is the BUILD engine?
          1.3.1 What makes BUILD different from DOOM?

=========================================
2: THINGS YOU SHOULD KNOW BEFORE STARTING
=========================================
        2.1 Introduction
        2.2 2D and 3D Modes
        2.3 Hitags and Lotags
        2.4 Placing Sprites
        2.5 The Special Sprites
          2.5.1 Sector Effectors
          2.5.2 Activator
          2.5.3 Touchplate
          2.5.4 Activatorlocked
          2.5.5 Music & SFX
          2.5.6 Locator
          2.5.7 Cycler
          2.5.8 Masterswitch
          2.5.9 Respawn
          2.5.10 GPSPEED

=================
3: BASIC TRAINING
=================
        3.1 Now that I have the editor, how do I use it?
        3.2 Making your first level
          3.2.1 Making a one-sector level
          3.2.2 Adding another sector to the level
          3.2.3 Adding textures to the walls/floors/ceilings
            3.2.3.1 Panning the texture
            3.2.3.2 Moving the texture
          3.2.4 Adding sprites to the level
            3.2.4.1 Pasting sprites to the floor, ceiling, or wall
          3.2.5 Raising and Lowering the floor/ceiling
          3.2.6 Making a sky (Parallaxing)
          3.2.7 Making sloped surfaces
        3.3 The Art of Shading
          3.3.1 Using shading in your level
          3.3.2 Basic shading techniques
        3.4 Level Checklist

=========================
4: MAKING ALL THE EFFECTS
=========================
      ------------
      INTRODUCTION
      ------------
        4.1 Introduction
      -----
      DOORS
      -----
        4.2 Regular DOOM-Type Doors
        4.3 Doors That Open From Ceiling To Floor
        4.4 Swinging Doors
          4.4.1 Swinging Glass Doors
          4.4.2 Problems and Fixes with Swinging Doors
        4.5 Sliding Star Trek Doors
        4.6 Splitting Star Trek Doors
        4.7 Teeth Doors
          4.7.1 Another Way To Do Teeth Doors
        4.8 Sliding Doors
          4.8.1 See Through Sliding Doors
        4.9 Horizontally Splitting Doors
        4.10 Rotating Subway Doors
        4.11 Making Doors Auto Close
        4.12 Making Locked Doors

      ----------------
      PARALLAXED SKIES
      ----------------
        4.13 Correctly Parallaxed Skies
        4.14 Problems And Fixes With Parallaxing

      ----------------
      LIGHTING EFFECTS
      ----------------
        4.15 Making Lights Blink
        4.16 Making Lights Blink When Shot
        4.17 Open Door And Room Lights Up
*       4.18 Light Switches
        4.19 Colored Lights
        4.20 Pulsating Lights

      --------------
      MOVING SECTORS
      --------------
        4.21 Gears/Rotation
        4.22 2-Way Trains (The Right Way to Make Them!)
        4.23 One Car Subways
        4.24 Making Multi-Car Subways
        4.25 Notes On Subways

      ----------------------
      GENERAL SECTOR EFFECTS
      ----------------------
        4.26 Earthquakes
        4.27 Rooms Over Rooms
        4.28 Stretch Sector
        4.29 Conveyor Belts/Water Current
        4.30 Making Curtains Draw Back
        4.31 The Pool Table
        4.32 Fish Tanks

      -----
      WATER
      -----
        4.33 Water
        4.34 Sloped Water Sectors
        4.35 Swimming in Slime
        4.36 Making Waves
        4.37 The Rising Water Effect
        4.38 Level Over Level Water Trick
        4.39 Underwater Airlocks
        4.40 Making Water Rise On Sloped Surfaces

      ----------------------
      WALLS AND WALL EFFECTS
      ----------------------
        4.41 Masked Walls
        4.42 One-Way Walls
        4.43 Forcefields and Controlling Them
        4.44 Wall Information

      -------
      MIRRORS
      -------
        4.45 Mirrors
        4.46 Making Mirrors Show Bullet Holes When Shot
        4.47 Making the Two Way Mirror
      -----------
      TELEPORTERS
      -----------
        4.48 Teleporters
        4.49 Sewer Holes/Silent Teleporters
        4.50 One Way Teleporters (Plutonium Pak Required)
           4.50.1 Version 1.3D One Way Teleporters

      ----------------
      ENDING THE LEVEL
      ----------------
        4.51 Nuke Buttons
        4.52 Ending Sectors

      --------------
      SWITCH EFFECTS
      --------------
        4.53 Switch Activated Doors
        4.54 Combination Door Switches
        4.55 Another Version of Combo. Switches (Plutonium Pak Required)
        4.56 Multi-Door Switches

      -----------
      C-9 EFFECTS
      -----------
        4.57 Fun With C-9
           4.57.1 C-9 Activated by Switches
           4.57.2 C-9 Activated by Touchplates
        4.58 Blastable Walls
           4.58.1 Fixing The 'Texture Problem'
        4.59 Making the Ceiling Blow Up (And Enemies Fall From the Sky!)

      --------------------------
      SECTORS THAT RISE AND FALL
      --------------------------
        4.60 Lifts
        4.61 Switch Operated Lifts
        4.62 Locked Lifts
        4.63 Elevator Transports
        4.64 Destructible Buildings/Floor Lowering
        4.65 Crushers (Engine Pistons)
        4.66 Explosion In Sector, Ceiling Comes Down
        4.67 Rotate/Rise Sector
        4.68 Ceilings And Floors (Dropping)
        4.69 Incremental Rising and Falling Sectors (Plutonium Pak Required)

      -----------------------
      MUSIC AND SOUND EFFECTS
      -----------------------
        4.70 Making Music and SFX Work
        4.71 Adding Your Own Music and SFX
        4.72 Echo
        4.73 Making Phones Ring

      --------------------
      WORKING WITH SPRITES
      --------------------
        4.74 Working With Sprites
           4.74.1 List of Sprites Commonly Used
        4.75 Security Cameras
        4.76 Vents
        4.77 Collapsible Bridges/Bridges
        4.78 Demo Cameras
        4.79 Spawning Stuff
        4.80 Active Tripbombs
        4.81 Making the Mini-boss
        4.82 Exploding Helicopter/Car
        4.83 Cranes

      ------------------------
      MULTIPLAYER LEVEL MAKING
      ------------------------
        4.84 DukeMatch/Co-op Starting Positions
        4.85 Making Items Appear ONLY In Multiplayer
        4.86 Making Duke TAG Levels

      -------------
      MISCELLANEOUS
      -------------
        4.87 Glass
        4.88 Secret Areas
        4.89 Shooters
        4.90 Difficulty Settings
        4.91 Signs That Fall When Shot
        4.92 Lightning and Thunder (Plutonium Pak Required)
        4.93 Making Rain
        4.94 Forcing Duke To Start Weaponless

======================
5: GENERAL INFORMATION
======================
        5.1 Palette List
        5.2 Facts On Dimensions
        5.3 Sound List
        5.4 Quick SE Number List
        5.5 Quick Sector Tag Guide
        5.6 Hints and Tips
        5.7 List of Official Levels
        5.8 List of Cheats
        5.9 List of Secret Messages in the Game
        5.10 List of BUILD Keys
        5.11 List of EDITART Keys
        5.12 Neat Tricks and Tips

========================
6: QUESTIONS AND ANSWERS
========================

==============================
7: UTILITIES FOR DUKE NUKEM 3D
==============================
        7.1 Editart
          7.1.1 Editing Your Own Tiles
          7.1.2 Problems With Editart
        7.2 Doom Conversion Utilities
          7.2.1 Wad2Map
          7.2.2 Wad2Art
        7.3 GRP Utilities
          7.3.1 Kextract
          7.3.2 Kgroup
        7.4 RTSMaker

===============
8: FINISHING UP
===============
        8.1 Map Authoring Template
        8.2 Uploading your level

Sections that have been updated or added in this version are denoted with a
[*] in the table of contents.

=================
0: ABOUT THIS FAQ
=================

0.1 Who made all of this?
        My name is Jonah Bishop.  I have taken over this FAQ because Brett
        Gmoser got quite busy with IRC.  I am now the maintainer for the
        FAQ.

  0.1.1 How can I contact the author?
          I am a student, and do not wish to be contacted via e-mail,
          so I am not directly available for questions.  But you can
          leave me a message on the Duke Nukem 3D Editing\Hacking Forum.
          Drop by Map FAQ Central, and click on the "EDITING FORUMS"
          button in the left frame.  From there, click on the "Duke Nukem
          3D Editing Forum" link, and you're all set!

0.2 What you should have gotten 
        In addition to this file (MPFQDN19.TXT), you should have gotten the
        following things in the ZIP file (MPFQDN19.ZIP):

      # BUILDKEY.TXT
      # BUILDKEY.RTF
        DNMAPS.ZIP
        EDARTKEY.TXT
        LICENSE.TXT
        README.1ST
        SECRET.TXT
        SFXLST12.TXT
        STHRUSLD.TXT
        TEMPLATE.TXT

        In the DNMAPS.ZIP file, you should have received the following tutorial
        maps:

        1CARSUB.MAP
        2MIRROR.MAP
        ACCESS.MAP
        ADOOR.MAP
        AIRLOCK.MAP
        BLIGHTS.MAP
        BRIDGE.MAP
        BUILDBLO.MAP
        C-9.MAP
        CAMERA.MAP
        CLITES.MAP
        COMBODR.MAP
        CONVEYOR.MAP
        CRANE.MAP
        CRUSHERS.MAP
        CURTAIN.MAP
        DNDOOR.MAP
        DOOMDOOR.MAP
        DRFLRCLN.MAP
        DRLITES.MAP
        ECHO.MAP
        ELETRANS.MAP
        EXPCEIL.MAP
      * FAN.MAP
        GEARS.MAP
        GLASS.MAP
        HOLE.MAP
        JM-TDOOR.MAP
        LIFTS.MAP
        LOCKLIFT.MAP
        MANHOLE.MAP
        MIRROR.MAP
        MULTI-DR.MAP
        MULTISUB.MAP
        MUSICSFX.MAP
        PARALLAX.MAP
        PHONE.MAP
        PIGFLY.MAP
        PULSATE.MAP
        QUAKE.MAP
        RDOOR.MAP
        RISING.MAP
        ROTRISE.MAP
        SHOOTERS.MAP
        SHOTLGHT.MAP
        SHOTLOW.MAP
        SLDOOR.MAP
        SLOPEWTR.MAP
        SLSTDOOR.MAP
        SOS.MAP
        SPSTDOOR.MAP
        STRETCH.MAP
        STSLDOOR.MAP
        SWDOOR.MAP
        SWFORCE.MAP
        SWGLASDR.MAP
        SWLIFTS.MAP
        SWLITES.MAP
        TANK.MAP
        TDOOR.MAP
        TELEPORT.MAP
        TWO-WAY.MAP
        TXTREPRB.MAP
        UPDNDR.MAP
        WATER.MAP
        WATRWARP.MAP
        WAVES.MAP

      * MAPs marked with a * are either not explained in the FAQ, or
        explained briefly in Section 6.  They were usually just put there
        because of one of a couple reasons; I didn't have time to explain it,
        it was taught in a section, just not in the way presented in the MAP,
        or to give you ideas.
      # Files marked with a # have been added or updated since the last version.

0.3 Revision history
   0.1   FAQ Created.  Everything is new.
   0.2   LOTSA stuff added, some errors corrected.  Thanks to all the
         kind people that pointed them out!  Added about 7 new things, many
         other updates. Added section 5: Finishing Up.
   0.3   Again, LOTSA stuff added.  Now over 50 (53 to be exact) how-
         to's, not including some of the things that were put into a different
         category.  Did some reorganizing.  Added a Questions and Answers
         section and a Info and Other Stuff section.  Remade some of the
         maps to be step-by-step maps.
   1.0   The author changes.  Many errors are corrected.  Remodeled tutorial
         maps to be easier to understand (basically changed the textures to
         something better looking than the Brown-block texture).  Added a
         section on Utilities for Duke, added more how-to's, and added a part
         about BUILD.  The FAQ is now much easier to read (as far as the steps
         of some of the how-to's go).
   1.1   More corrections to errors found.  Some sections added, including a
         list of keys for BUILD, both in 2D and 3D modes.  Neat Tricks and 
         Tips moved into Section 5.  Reorganized section 3.
   1.2   Fixed several errors.  A few sections added, on wall information,
         correctly parallaxed skies, working with sprites, etc.  Changed some
         information to make it more up to date.  BUILD key list is alphabetized
         and the sound list is revised a bit.  Added a list of secrets to the
         ZIP file.
   1.3   *HUGE* reorganization.  Made everything easier to find, and rewrote
         large chunks of the FAQ to make it easier to understand.  Cleaned up
         a lot of sloppy how-tos, added a list of Editart keys, added information
         on Duke TAG, and added some brand new how-tos.
   1.31  Minor Fixes.  Changed the Conveyor Belt How-To, and CONVEYOR.MAP to
         fix a bug.  Removed Section 0.3.1.  Several other changes in section 0.
   1.4   Fixed the Sliding Star Trek Doors Tutorial Map.  The doors in the map
         did not work at all, but it has now been corrected.  Updated the URL
         to the HTML version of this FAQ.  Fixed an error in the Making Phones
         Ring how-to.
   1.5   Basically the same revisions as V1.6, but never formally released
         to the public.  It was released to a few people, however.
   1.6   Added the Licensing Information.  A few new how-tos were added,
         spelling errors were corrected, and a few things were revised.  The
         tutorial maps were condensed into their own ZIP file within the main
         ZIP file.
   1.7   Changed all URLs pointing to Map FAQ Central due to the change.
         Changed a few copyright dates, updated license.txt, and other minor
         changes.  Fixed some spelling errors.
   1.8   Added the how-to on making Duke start without any weapons.
   1.9   Fixed several errors in the FAQ.  Added a new version of the BUILD key
         list to the ZIP file.  Also added a Rich-Text Format version of the BUILD
         key list.

0.4 Thank-you's and Credits                    
        I would like to thank the following people for helping me with this
        version of the FAQ (in no particular order):

        Brett Gmoser  : For starting the FAQ in the first place!
        Aphelion      : Thanks for your help with numerous things.  The
                        swinging glass doors were a big help.
        Ben Roffelsen : For his help with the 'water trick' and for his very
                        cool Aqua levels!
        Jaap Menist   : For his help with swinging doors and countless other
                        ideas and pointers.  He also wrote the section on
                        the other way to do teeth-doors and see through
                        sliding doors.
        Mats Blixt    : For making the incredible SFX.TXT file and for
                        allowing me to put it in this FAQ.
        Gijs de Vries : For showing me how to make the underwater airlock
                        and how to make the rising water on slopes.
        Kevin Marcoux : For pointing out the error with the conveyor belt
                        how-to and map.
        Michael       : For finding the sliding star trek doors error.
        R.P.G.        : For making the telephone sound suggestion
                        For making the level over level suggestion
        Tinus         : For making the suggestion about entering negative
                        shades in the Atomic Edition of BUILD
        MqsTout       : For pointing out some errors in the FAQ and giving
                        me some fixes for them.
        3D-Realms     : For making the best game ever!  And thanks for
                        giving us an editor so quickly!
        Per-Erik
        Nilsson       : For making the dimension facts.
        Tempest       : For the many tutorials he has put out.

0.5 Where to get this FAQ
        Well, you already have it, but in case you lose it, or would like
        another version, here are some of the most reliable places to get
        it:
        http://mapfaq.3dportal.com - MAP FAQ CENTRAL
        http://www.dukeworld.com - The best Duke Nukem 3D Site there is

0.6 Printing Information
      If you want to print this FAQ for further reference when BUILDing
      your levels, set your page margins to the following values before
      printing:

       Margins (in inches)
       Top    : 0.6
       Bottom : 0.6
       Right  : 0.6
       Left   : 0.6

      Setting these properties will ensure that the crude drawings that
      have been made will print properly onto the page.  You can change
      these settings under PAGE SETUP in most text-editors.  Please follow
      these instructions to make sure that this FAQ prints properly.  I am
      sorry about any inconvenience, but I am forced to do this, as I am
      making this FAQ in Windows 95 and margins are required to make it 
      look correct.

0.7 I can't/don't want to print this FAQ, so what do I do?
      If you do not want to print this FAQ, or are unable to, you can look
      at an online HTML version of the FAQ at

       http://mapfaq.3dportal.com/dnmapfaq/tableofcont.html

      This version of the Map Editing FAQ was made especially for The
      Official Map Editing FAQ site, and is quite unlike this version, so
      take a look at it!

0.8 Map FAQ Central
      The Map Editing FAQ for Duke Nukem 3D has an Official Home!  The URL
      to this site has recently been changed, and is now located at:

      http://mapfaq.3dportal.com

      Please don't think that Map FAQ Central is *just* about the Map Editing FAQ,
      because it's NOT!  This site includes a list of the best levels ever made,
      information on all kinds of things, and some very cool downloads!  So check
      out this site today, and bookmark it!  Remember to tell your friends about
      it as well!

0.9 I have found an error in the FAQ.  What do I do?
      If you have found an error in the FAQ, something you would like to
      see in the FAQ, a correction that should be made, another way of
      making a certain effect, or you just want to leave some comments,
      take a look at section 0.1.1 for information as to how to contact me.

0.10 Licensing Agreement and Other Information
      I have added a file to this package under the name "license.txt", which
      outlines the rights that you the user have with this FAQ.  A group of
      certain persons, who will remain anonymous, took the FAQ, changed some
      of the information, and redistributed it.  I am providing this license
      so that the chances of this ever happening again are lowered.  I hope you
      will conform to these requirements, as I want this FAQ to be used to the
      fullest extent possible.

=========================
1: INFORMATION ABOUT MAPS
=========================

1.1 What are maps?
        Maps are user levels for Duke Nukem 3D.  They are in the same format
        as the actual levels, and are fully customizable as far as levels go.
        Map files are not only for Duke 3D, but the same format is used for
        all of the games that use the Build engine.  Build allows for many 
        new things like moving sectors, rotating sectors, parallaxing skies,
        slopes, and lots of other stuff.  The possibilities are endless!

  1.1.1 What else can I do with MAP files?
        Well, not much else.  MAP files are not like DOOM's system where
        you had WADs and PWADs.  MAP files can only take in levels.

  1.1.2 Can I extract the original .MAP files from the game?
        Yes, you can.  In the \goodies\build directory of your Duke 3D CD,
        there is a program called KEXTRACT.  Copy it to your Duke 3D 
        directory and use the following command:

        KEXTRACT DUKE3D.GRP *.MAP

        This will extract all the original levels.  
        Also, when you go into build, you can use the command line BUILD 
        E?L?.MAP The first ? is the episode #, the second ? is the level.  
        For the bonus levels of episodes 2 and 3, use ?? for level 10 and 
        11.  Look at them and see how much work was put into them...boy! :)

1.2 What do I use to make maps?
        Currently, the only editor for build is BUILD by 3D Realms.  It is 
        the official editor and was used to make all the real levels.  How 
        does one obtain this editor you ask?  That's simple.  BUILD is on 
        the CD that registered Duke 3D comes on in the directory 
        \goodies\build.

  1.2.1 Can I make maps for other games?
          No.  The BUILD engine that came with Duke Nukem 3D, is
          made *specifically* for Duke Nukem 3D.  Making levels
          for other games is impossible.

1.3 What is the BUILD engine?
      The BUILD engine is the graphics engine that DUKE runs on.  Although
      it isn't truly 3-D, it does give a nice feel for the environment
      that has been presented, and it gives the player a never before seen
      level of interactivity in this environment.

  1.3.1 What makes BUILD different from DOOM?
          BUILD is FAR more advanced from the DOOM engine.  What makes it so
          much more advanced?  Well here is a list:

            * Duke can jump, fly, swim, duck, aim up and down, 
              and look up and down
            * Rooms above rooms
            * Multi-colored lights
            * Sloped floors and ceilings
            * Moving sectors - Subways, gears, etc.
            * Mirrors
            * Transparent Sprites
            * Duke can talk!
            * Blastable Walls
            * Interactive Environment including:
              -playing pool
              -Destroying complete buildings
              -Destroy trashcans, trash, tires, etc.
              -Bullet holes appear when shooting a wall
              -Bottles break when shot
              -TV screens break when shot
              -Footprints from blood, water, and slime
              -Listen to phones ring
              -Interact with others (the women around)
            * 10 weapons instead of 7
            * SVGA resolutions
            * Completely Customizable - edit the .con files
            * Up to eight players via a network
            * You can use the bathroom and drink from fountains
            * And there's more!

=========================================
2: THINGS YOU SHOULD KNOW BEFORE STARTING
=========================================

2.1 Introduction
      There are quite a few things that you will need to know prior to
      making your first level.  Read this section completely, and you
      will have everything I feel that you need to know to start making
      levels!

2.2 2D and 3D Modes
      There are two different modes in BUILD.  There is 2D mode, which
      shows the layout of the map, sprites, and other goodies, and there
      is 3D mode, which looks like the game itself.

      To switch between the two modes, press the [ENTER] key ON THE KEYPAD!
      The regular [ENTER] key does not switch modes, so this must be noted!

      In 2D mode, you lay out the map itself.  Here you draw walls, place
      sprites, change tags of walls, sprites, and floors, and save your
      work.

      In 3D mode, you change the textures of the walls, change how high
      or low the floor, ceiling, sprites, and other objects are, and
      you change the shade here as well.

2.3 Hitags And Lotags
      This topic is complicated, yet simple at the same time.  Tags can
      be given to walls, sprites, or sectors, and they tell the wall,
      sprite, or sector what to do.  There are two numbers that any of
      these objects can be given.  The first number is called a hitag.
      Hitags usually identify the object, so that other objects can be
      paired with it (I'll give an example in one moment).  Lotags are
      generally a fixed number that tells the game exactly what to do.

      Here is an example:

      I make two sectors, and I want them to be teleporters (i.e. - I
      step into one sector, and teleport to the other sector).  I place
      a sector effector sprite in both sectors, and give them tags to 
      identify them.  I first give BOTH sprites a lotag of 7.  This 
      number is preset, and it tells the game that when the player 
      enters this sector, he is to "teleport" to the other teleporting 
      sector.  I then give BOTH sprites the SAME hitag.  This number 
      must be unique, as it gives an identity to both sprites.  Here 
      is what the program is probably thinking when I'm playing this 
      level:

      Hmmm.  The player has just entered a sector with a special sector
      effector sprite in it (lotag of 7).  Let me see if I can find 
      another teleporting sector with the same identity (unique hitag), 
      so that I can "teleport" him there.  Hey!  There is the other 
      sector!  WOO-HOO!

      All the hitags do are link other sprites together.  If you only gave
      one sprite a hitag, the program would not be able to find another,
      matching teleporting sector, and then would not be able to teleport
      you anywhere, because it can't find this sprite's "mate".  Here are
      the key strokes that you need to do in order to place these tags:

      Sector Hitag     :     Press [H] in the desired sector
      Sector Lotag     :     Press [T] in the desired sector
      Sprite Hitag     :     Press [ALT]+[H] on the desired sprite
      Sprite Lotag     :     Press [ALT]+[T] on the desired sprite
      Wall Lotag       :     Press [ALT]+[H] on the desired wall
      Wall Hitag       :     Press [ALT]+[T] on the desired wall

      NOTE: To set wall tags, it is advised to turn off the grid, so that
            you are not selecting sprites.  Press [G] several times to turn
            the grid off.

2.4 Placing Sprites
      NOTE: When I say that you should press the [V] key (or any other
      key for that matter), on a sprite, I mean that you should move the
      cursor over that sprite with the mouse, and then press the key.

      Without sprites, levels in Duke Nukem 3D would be nothing.  Sprites
      make up all the "eye candy" in the level, and are the root of all
      effects in Duke 3D.  To place a sprite in the level, press the [S]
      key in either 2D or 3D mode.  It is advised to place them in 2D mode,
      as you have the grid as a guide for placement.

      There are several different modes sprites can be in (3 of them to be
      exact).  Sprites can lie on the floor, be "pasted" to the wall, or
      they can be in the "normal" mode (guns and other goodies are usually
      in this mode).  Normal mode is the default setting, and to switch the
      current mode of a sprite, enter 3D mode, and press the [R] key on it.
      It will go from normal to being pasted on the wall (according to which
      direction the sprite is facing).  Pressing [R] on it again will paste
      it to the floor, and again will make it normal.

      Sprites can face in different directions as well.  In 2D mode, you
      will notice a "tail" coming out of the circle which represents the
      sprite.  This tail points in the direction that the sprite is
      currently facing, and it also denotes the "front" side of the 
      sprite.  To change this, press the [,] or [.] keys on the sprite
      in 3D mode.

      To change the texture of a sprite (changing what the sprite actually
      is), enter 3D mode and press [V] on it.  This will bring up a screen
      of all the current sprites used in the level you currently are working
      on (This is useful as you start to need the same sprite over and over).
      Press [V] again, and you will proceed to the tile selection screen.
      Here, you can press [PGUP] and [PGDN] to scroll through the many
      textures used in Duke.  When you have found a suitable texture, press
      [ENTER].

      To raise or lower the sprite, press the [PGUP] or [PGDN] keys on the
      sprite in 3D mode.  This changes the altitude of the sprite.

      Here is an example of placing a sprite in a room:

      I want to place a calendar on the wall in my room.  In 2D mode, I
      would press the [S] key ON THE WALL where I want the sprite to be,
      and I would then enter 3D mode, pressing the [V] key on it.  I
      would select the calendar texture, raise it up to the height I want
      it on my wall (with the [PGUP] and [PGDN] keys) and then press [R]
      on it *once*.  But now that I look at it, the sprite is turned to the
      side, or it is backwards!  You must remember to set the sprite
      direction with the [,] and [.] keys.  The tail should face AWAY
      from the wall, so that it lies flat on the wall.  Check out some
      of the levels that came with the game if you don't understand.

2.5 The Special Sprites
      There are a few special sprites that need to be explained.  The most
      important ones are as follows:

  2.5.1 Sector Effectors
        SPRITE #1
          The sector effector sprite is the most used sprite in the entire
          game.  It does just about what the name says: effects a sector.
          These sprite are used to create game effects and manipulate
          sector attributes.  These sprites are the main tool used to create
          all effects in Duke Nukem 3D.  Place the sprite in the sector to
          effect.  The lotags for these are preset, and a list of the lotags
          for this sprite can be found in section 5.4.

  2.5.2 Activators
        SPRITE #2
          Activators are used to activate a sector effector (SE) sprite when
          a switch or touchplate is triggered.  They also can activate sector
          lotags.

  2.5.3 Touchplates
        SPRITE #3
          The touchplate will activate an activator or a masterswitch sprite,
          when the player walks over the sector that contains it.  A hitag of
          0 means that the touchplate will activate every time the player
          walks on top of the sector.  A hitag of greater than 0 means that
          the touchplate will only be activated that many times (whatever
          number you put on there).  The only number I've ever seen used that
          is greater than 0, is 1 (to activate an effect only once).

  2.5.4 ActivatorLocked
        SPRITE #4
          This sprite locks the sectors lotag function, so that it cannot take
          effect until the player unlocks it with a switch, somewhere else in
          the level.

  2.5.5 Music&SFX
        SPRITE #5
          This sprite is used to create all the sound effects in the game.  It
          can be used in 3 ways:
          1. Activation Sound
          2. Ambient Sound
          3. Echo Effect
          I will not go into these now, but we will learn how to do it all soon
          enough.

  2.5.6 Locator
        SPRITE #6
          These are used to define the path that a subway will follow, or to
          define a path for the Pigcop recon cars, but not both in the same
          map.  They are also used as the endpoints of a two-way train.

  2.5.7 Cycler
        SPRITE #7
          This sprite is used to make the sector floor, walls, and ceiling
          pulsate in brightness.

  2.5.8 Masterswitch
        SPRITE #8
          This sprite is the exact same as the activator, but it has the
          ability to use a time delay.  The hitag is the time delay that
          the effect should wait to be carried out.  I think a value of 32
          is one second.

  2.5.9 Respawn
        SPRITE #9
          This sprite is used to teleport in enemies or other items after
          activated by a touchplate or switch.  An example of this is
          entering a room, and bad guys teleporting in to get you.

  2.5.10 GPSPEED
        SPRITE #10
          This sprite is used to define rates of effects.  The lotag is
          the only thing that is needed here, and the value for it is
          how fast the effect should go (i.e. - smaller means slower).
          These cannot be used on all effects, but they can be used
          on some.

=================
3: BASIC TRAINING
=================
3.1 Now that I have the editor, how do I use it?
      BUILD is a very powerful tool, but it is also quite complex.  As you
      learn and get used to the commands, you will find that things become
      quite easy to understand, and in no time you will be BUILDing your
      own very cool levels!  To start BUILD, you first must make sure that
      your copy of BUILD is located in the DIRECTORY THAT YOUR COPY OF
      DUKE NUKEM 3D IS IN!  You *CANNOT* put it in another directory.
      When you have everything in the directory, run BSETUP.EXE, and 
      choose the appropriate selections (sound is not used in BUILD,
      so you do not need to choose a sound card).

      Type BUILD in DOS to run the program!

3.2 Making your first level
      Before you begin making your level, you need to know a couple
      of obvious things.  One is that your first level is going to
      be horrible.  It is better to build up your experience before
      you post your level, so it is advised to wait until you make a
      level you feel should be posted.  Another point is that you will
      not start out as a good builder.  Unless you have a SERIOUS level
      making background with other games similar to this, you will not
      make a good level for a few months.  The building process takes
      time, but it is worth it to be patient.  Do not feel like this is
      going to be too hard.  BUILDing levels is EXTREMELY fun, and you
      can do some pretty neat stuff in the process.

  3.2.1 Making a one-sector level
          To start our first level, start the program by typing BUILD at
          the command prompt.  You will be placed into 2D mode once you
          enter.  If it looks as if you are in the game, press the
          [ENTER] key on the KEYPAD.  This is how you change editing
          modes.  In 2D mode, you should see an arrow.  This is your
          current position in the level, and it shows which direction
          you are currently pointing in.  Press the [G] key to resize
          the grid.  Press it a few times until you get to the largest
          grid size.  We will now make a sector.  Point the mouse at a
          vertex and press the [SPACEBAR].  This has started the editing
          process, placing a vertex at the grid location you pointed to.
          Move the mouse.  You will see a line following the mouse
          cursor.  This is a wall.  Press the space bar on another grid
          location, and continue to do so until you have 3 sides.  To
          close the object and stop drawing walls, move the cursor over
          the very first vertex you drew, and press [SPACEBAR].  The
          sector will be closed and you will have finished drawing.
          A cube or rectangle shape is ideal for starting out.  Just
          follow the grid.  You now can press the [ENTER] key on the
          numeric keypad to enter 3D mode.  Your level is now started!
          The walls should look pretty boring right now, but we will
          change this quite soon.

  3.2.2 Adding another sector to the level
          Go back into 2D mode and draw another sector, inside the one
          you just drew.  If you enter the level now, there will be a
          solid wall blocking your way.  We need to make this sector
          valid player space, so that we can walk into it.  In 2D mode
          press [ALT]+[S] (read as: the alt key and the s key) on the
          sector (move the mouse over the inside sector and press the
          above keys).  The sector should turn red.  Go back into 3D
          mode and you will see that the sector that was blocking you
          has disappeared.  It is still there, but you are now able
          to walk through it.  In just a moment we will raise the
          ceiling height of this sector to make it a light.

  3.2.3 Adding textures to the walls/floors/ceilings
          In 3D mode, press [V] on one of the walls, floors, or
          ceilings.  The screen will show the tile that is currently
          in your level.  Press [V] a second time to go to the tile
          selection screen.  You now can use [PGUP], [PGDN], or
          the arrow keys to scroll through the tiles.  Once you have
          selected the tile you want to use, press enter on it.  The
          wall will have changed to that texture!  You do the exact
          same procedure for floors and ceilings.  If you want to use
          the same texture you just chose for one of the surfaces on
          another surface, just press [V] once, scroll over to the tile
          you chose, and press [ENTER].  When you press [V] once on a
          wall, floor, or ceiling tile it shows all the tiles you are
          currently using in your level, and you can choose directly
          from this.  Now we will change what the texture looks like
          on the wall.

    3.2.3.1 Panning the texture
             After you place the texture you want where you want,
             it might look as if the whole thing is not showing up.
             To "squish" the texture to your liking, you must use the
             2,4,6,8 keys on the numeric keypad.  If you press and hold
             down the 5 key in combination with one of the above, the
             texture will squish by a larger amount.

             You cannot "squish" floor textures and ceiling textures.
             To change between 2 sizes (small and large), press the
             [E] key on the floor or ceiling you wish to change.

    3.2.3.2 Moving the texture
             If you do not wish to squish the texture, but you just
             want to move it (or you have squished the texture and
             want to move it) press and hold down the right [SHIFT]
             key and press 2,4,6,8 at the same time.  The texture
             will shift instead of squish.

  3.2.4 Adding sprites to the level
          Adding sprites is quite an easy process.  Simply enter 2D
          mode, and press the [S] key on a grid location.  A little
          circle with a tail and possibly some numbers will show up.
          The tail indicates the directions the sprite is facing, but it
          usually does not matter which way the sprite points (enter 3D
          mode to take a look at it.  If it looks weird, just rotate it
          with the [,] and [.] keys).  Press the [V] key on the sprite
          and choose a sprite just like you did to choose textures.
          Remember to press [V] twice to get to all of the tiles, unless
          the sprite you want to use is already in the level (which will
          put it on the first page).

    3.2.4.1 Pasting sprites to the floor, ceiling, or wall
             To make a sprite look as if it is hanging from the wall or
             lying on the floor (or stuck to the ceiling), press the [R]
             key on the sprite.  The first time you press it, the sprite
             will lie flat on the wall (according to the direction of
             the sprite).  The second time you press [R] on the sprite,
             it will lie on the floor or the ceiling for that matter,
             which ever you choose.

  3.2.5 Raising and Lowering the floor/ceiling
         Remember that sector we made a while ago that turned into red
         lines?  Enter 3D mode and point at the ceiling.  Press the
         [PGUP] key on the ceiling (roughly where the sector we made
         is), and the ceiling will raise up.  To lower the ceiling press
         [PGDN] on it.  The same can be done to floors.  Make the inside
         sector a light and in a little while we will shade the sectors
         in the room.

  3.2.6 Making a sky (Parallaxing)
          For our little level, press [V] on the ceiling and select one
          of the sky textures.  After you have it selected, press the
          [P] key on the ceiling.  The ceiling is now "parallaxed",
          making it look as if you are really in an outside area.

  3.2.7 Making sloped surfaces
          Making sloped surfaces cuts down on the need for many
          "stair" sectors to get to a certain place (which hurts the
          framerate).  To make a sloped surface, either go into 2D
          or 3D mode (2D is a little easier) and point at the wall
          of the sector that you want to be the sector's "first wall".
          This wall will be the wall that the sector rotates on (the
          "line of rotation" so to speak).  Press [ALT]+[F] on the
          wall to make it your first wall.  Now enter 3D mode and
          press the [ and ] keys on either the floor or ceiling
          (which ever you want to slant; you can do both at the same
          time).  If the sector is not sloping the way you want it
          to, go back into 2D mode and select the proper wall, making
          it your "first wall".  To set the floor or ceiling back to
          being level, just press the [/] key on it (this also restores
          most attributes about the floor or ceiling).

3.3 The Art of Shading
      Shading is the most important object for you to use in making your
      level!  A level without shading is *very* boring, and it shows a
      lack of interest from the level designer.  When used properly,
      shading can be what makes the level.  I have personally played
      levels that use intense shading techniques, and I was very
      happy with the way that things turned out!  It should be noted that
      shading is a *very* difficult thing to master, and you should
      spend a great deal of time on shading the level (besides choosing
      textures, shading is the most time consuming portion of level
      building).

  3.3.1 Using shading in your level
          There are a few things that you must remember before learning
          to shade.  Light travels in a STRAIGHT line!  Also, opposite
          sides of a room will be shaded differently.  For example:

          +XXXXXXXX+
          I        I
          I        I
          +XXXXXXXX+

          In this sample room, the walls made with X's would be slightly
          darker than the walls with I's (or vice versa...it's your choice).
          This allows the eye to clearly tell the brain where the corner of
          the room is.  Try it if you don't understand.  If two walls meet
          in a corner, and both are the same shade, you will have a much
          harder time figuring out where the corner of the room is.  But
          if one of the walls is a little darker (five units darker is
          what I usually use), you will be able to see the corner much more
          clearly.

  3.3.2 Basic shading techniques
          There are a few ways that you can shade objects in the level.
          All of these keystrokes must be made in 3D mode.

          [+] and [-] : Use the keys that appear on the keypad.  This
                        changes the shade by 1.
          ['] and [S] : Use this to enter a number to shade with.  Just
                        point at the object to shade, press these keys,
                        and type in a number.  The larger the number,
                        the darker.

3.4 Checklist
      Here is a checklist of things that might be good to do before
      making your very first complex level.

  Before starting on your level:
        [ ] I am comfortable with the editor I am using
        [ ] I have made my first level: Yes it is horrible!
        [ ] I have a good theme for my level
        [ ] I have planned my level out
        [ ] I understand everything talked about in sections 
            2 and 3
        
  Before Uploading your level:
        [ ] I have filled out a MAP authoring template
        [ ] I have a story line
        [ ] I have gone through EVERY part of my level so many times that
            I think I'm going to kill myself.
        [ ] I have had other people test my level
        [ ] I have tested my level using multiplayer

=========================
4: MAKING ALL THE EFFECTS
=========================
------------
INTRODUCTION
------------
4.1 Introduction
      Again, as before, PLEASE do not advance to this part of level making
      unless you have read and understood everything above it. :)  This is
      because this section will be the part where you really make your two-
      sector level AWESOME.  It is the stuff that was used in the real levels,
      and I'm going to explain to you exactly how to do everything.  If in
      doubt, I have provided separate .MAP files for each technique, and near
      each set of directions, I have put what .MAP file to look in.

-----
DOORS
-----
4.2 Regular DOOM-Type Doors
    Map Name: DOOMDOOR.MAP
        This is easy.   First, make your door sector.  Make it look like this:
       __ __ __
      :  :  :  :   This is how most doors are made.  Sector A will be the
      :  :  :  :   door.  Sectors C and B are called the recessed portion
      :  :  :  :   of the door.  This is so that if you have a ceiling that
      : C: A: B:   is really high, the door will otherwise flush with the
      :  :  :  :   wall above it, and look, well, retarded.  So, lower the
      :__:__:__:   ceiling of sectors C and B to your liking.  See the sectors
        that face the starting position DOOMDOOR.MAP.  Now, since sector A is 
        the door, we'll work with that.  Go into sector A in 3D mode.  Point 
        to the walls on either side of the sector and press 'O'.  This makes it 
        so that the door track texture doesn't move with the door.  Now, lower 
        the ceiling of sector A (Use PGDN in 3D mode) to meet the floor.  Now,
        go into 2D mode.  Give sector A a Lotag of 20.  That's it!

4.3 Doors That Open From Ceiling To Floor
    Map Name: DNDOOR.MAP
        These are the doors that start from the ceiling and come down to the
        floor when activated.  To make these, construct a regular DOOM-door,
        except instead of lowering the ceiling to the floor, raise the floor
        to the ceiling.  Give the door a Lotag of 21.

4.4 Swinging Doors
    Map Name: SWDOOR.MAP
          These are EXTREMELY hard at first, but when you know how, you can
          do it with the snap of a finger.  I recommend you follow these 
          directions and make your own before you look at the example, because
          the example is very confusing.
  STEP 1: Make the following sectors:
                                _____________________
                                :                   :
                                :                   :
                                :                   :__________
                                :                   :         :
                                :        A          :    B    :
                                :                   :         :
                                :                   :_________:
                                :                   :
                                :                   :
                                :___________________:
          They should be both valid player space, and the line separating them
          should be red.
  STEP 2: Now, we make the doors.  This is the hard part.  Go into 
          sector A and make the following:
                                 ___
                                 :  :
                                 :  :
                                 :  :
                                 :__:
          It is important that you realize that you must make the doors in a
          valid sector.  Doesn't matter which one, but a valid sector.
  STEP 3: You should now have something like this:
                                _____________________
                                :                   :
                                :                   :
                                :                   :__________
                                :                   :         :
                                :        A          :    B    :
                                :   ___             :         :
                                :   :  :            :_________:
                                :   : C:            :
                                :   :  :            :
                                :   :__:            :
                                :___________________:
          First, make sector C valid player space by moving the cursor in it 
          and pressing ALT+S.  Give it a Lotag of '23'.  Move the vertexes
          over to where the door will be.  The upper right vertex of sector
          C should overlap the upper left corner of sector B.  Sector C's right
          line should overlap sector B's left one.  Get it?  I hope so. :)
  STEP 4: Make another sector C, and place it below the old sector C.
          The new sector C's bottom vertexes should overlap the new sector C's
          top vertexes.
          You should have this:
                                _____________________
                                :                   :
                                :                   :
                                :                  _:__________
                                :                 : :         :
                                :        A        :_:    B    :
                                :                 : :         :
                                :                 :_:_________:
                                :                   :
                                :                   :
                                :___________________:
          I hope you understand this part.  If not, please look at SWDOOR.MAP.
  STEP 5: Now, the tricky part.  You have to put a sector effector at
          the pivot points of the two doors.  Sound easy?  Well, kinda, but
          you have to get it just right.  Turn grid locking off, and move the
          sprite to the corner, but not ON the corner vertex.  Just enough so
          that it doesn't touch anything.  Next, give the sector effectors a
          unique Hitag, and a Lotag of 11.  
  STEP 6: For the next step, the docs appear to be wrong.  They say
          change the palette number of the sector-effector to change the
          direction that the doors go, but actually, you have to point the
          SE's the way you want.  If I'm not mistaken, point the SE up for
          it to spin clockwise, and down to spin counter-clockwise.
  STEP 7: Raise the floor of the door up to the ceiling, add nice 
          textures, and you're done!
          NOTE: A door will not appear to work right when:
                The floor/ceiling is sloped
                The floor/ceiling is a different height than that of the 
                doors, from the beginning of the door to the end. (i.e. A
                door will not work if swinging off a curb)

  4.4.1 Swinging Glass Doors
        Map Name: SWGLASDR.MAP
          Swinging glass doors are an interesting addition to any level, but
          they require some work to get right.  Although it won't take hours,
          making these doors does require following some precise instructions
          and can be a pain to get right.
    STEP 1: Make your door sector.  You can have either one or two doors for this
            example.  It's your choice.  But throughout this example, I will be
            explaining how to make two doors.  Having one door is exactly the
            same steps, just with one door.
    STEP 2: Make a WHITE sector inside of this door sector.  In other words, it
            should not be valid player space.  Look at SWGLASDR.MAP if you
            don't understand.
    STEP 3: Insert a point along the red line that you want the glass to be on.
            Make sure that the point is right below the white sector's vertex.
            Again, see SWGLASDR.MAP if you don't understand.  Do this for both
            doors.
    STEP 4: Mask the red line from above, and change the texture to glass.
            Make it blockable and breakable by pressing the [B] and [H] keys
            on the glass in 3-D mode.  So this for both doors also.
    STEP 5: Place the sector-effector sprites for the door just like
            instructed in the above section (4.3).  You can also place
            MUSIC&SFX sprites in your doors to give them a sound when opening.
    STEP 6: Give both SE sprites a lotag of 11, and any hitag you choose.  Now
            give the door SECTOR a hitag equivalent to the SE's hitag, and a
            lotag of 23.  You're all done!

            To make the doors open up when you walk up to them, place a
            touchplate in a sector in front of the door, and give it any lotag
            you choose. Place a MASTERSWITCH sprite in both doors and give it
            the same lotag.  You're all done!  Look at SWGLASDR.MAP for more
            help if you don't understand.

  4.4.2 Problems and Fixes with Swinging Doors
        Map Name: NONE
            Ever wonder why your swinging door disappears?  Don't know why it
            isn't swinging in the right direction?  Does it not swing at all?
            Well this is the section for you!

      PROBLEM  1: My door disappears when it opens!  What do I do?
      SOLUTION 1: This is a common problem among swinging doors and it is a
                  mistake I have seen made several times.  The problem is that
                  a corner of your door is actually going outside of your map,
                  and when this happens, part of your door disappears.  Also
                  make sure that the surrounding sectors are not different
                  heights, and that they aren't sloped.
      PROBLEM  2: My door swings in the wrong direction!  How do I fix this?
      SOLUTION 2: You need to fix the direction that the sector-effector is 
                  pointing.  To make the door swing clockwise, the sector-
                  effector needs to be pointed upwards.  To make it swing 
                  counter clockwise, you need to point the SE down.
      PROBLEM  3: When I make my door, I try to move it and it loses it's
                  unique sector lotag/hitag.
      SOLUTION 3: The 'door' sector has to be created inside the sector
                  where it will swing into. Do not create it and then move
                  it into another sector or the it will lose it's unique
                  lotag/hitag.
      PROBLEM  4: When I open my door, the walls move with it!  How do I fix
                  this?
      SOLUTION 4: When you create the 'door' sector, it should be a free-
                  standing sector.  In other words the vertices should NOT
                  be connected to any other vertices.  AFTER the door
                  sector has been made, you may move it (to the door hole)
                  and now the vertices may overlap because they will not
                  connect now. Be sure of this or the walls will be pulled
                  along with the door!
      PROBLEM  5: When I open my swinging door, the door kills me!  How can
                  I stop this from happening?
      SOLUTION 5: Make sure that your Sector-Effector Sprite is actually INSIDE
                  of the sector, and NOT on a line of the sector.
      PROBLEM  6: When I open one swinging door, a completely different door
                  opens up.  What's the deal?
      SOLUTION 6: The hitags for your sector effector sprites are the same.
                  You must use UNIQUE hitags for doors that you want to open
                  separately.

4.5 Sliding Star Trek Doors
    Map Name: SLSTDOOR.MAP
          Sliding Star Trek doors, despite what you might think, are very easy.
          But, they can be very hard to teach by way of directions.  If in
          doubt, look at SLSTDOOR.MAP.  Pull it all apart.  
          These doors are just 2 sides that pull apart.
  STEP 1: Make the following sectors:
        _______________        ________________
        :              :       :               :
        :              :       :               :
        :              :___"___:               :
        :              :  : :  :               :
        :              :  : :  :               :
        :      D       : C:A:B :      E        :
        :              :__:_:__:               :
        :              :   "   :               :
        :              :       :               :
        :______________:       :_______________:
          OK, now.  Sector A is what we will be working with.  Insert 3 vertexes
          on the bottom and top lines of sector A.  If you're not sure what I
          mean, the lines to insert the vertexes are marked with a ".  They
          should be side by side, parallel to each other.
  STEP 2: Slide the two middle vertexes into the exact middle.  They
          should overlap.  Next, take the top and bottom vertexes and slide
          them on the line that separates sector A from B, and A from C. 
          Again, if you don't know what I mean, look at SLSTDOOR.MAP.
  STEP 3: You are now done constructing the door.  Add some nice
          textures.  Now, go into 2D mode.  Point the cursor to one of the
          triangles that you made by sliding vertexes.  Doesn't matter which
          one, top of bottom.  Hit the 'T' key and give it a Lotag of 9.
          At this point, you can use your new door.  To make the door nice,
          put a MUSIC&SFX sprite and a GSPEED sprite in one of the triangles.
          Give the GSPEED sprite a Lotag of 64, and the MUSIC&SFX sprite
          a lotag of 259.
          NOTES: 1.) The texture of the door will "squish" when it is opened.
          No way around it.
                 2.) For some odd reason, the door's sound will play twice 
                 when the door is opened.  No way around this. :(

4.6 Splitting Star Trek Doors
    Map Name: SPSTDOOR.MAP
          These have got to be the COOLEST doors in the game, and they're
          quite easy to make.  Here's how:
  STEP 1: Make a regular Star Trek Door. (See 4.14)  
  STEP 2: Go into 3D mode.  Choose nice textures.  Point the cursor
          at the triangle part, and make the floor and ceiling meet in the
          middle.  Keep in mind that the floor and ceiling of the triangles
          will be the floor and ceiling of the door sector when the door is
          open, so choose a texture like 1156.  You are now done constructing
          the door.  Just a few little things to go...
  STEP 3: Go back into 2D mode.  Point at one of the middle triangles.
          Give the sector a Lotag of 26.  At this point, your door is done.
          To make it nice, add a GSPEED and MUSIC&SFX sprite.  Give the GSPEED
          sprite a Lotag of 128, and the MUSIC&SFX sprite a Lotag of 527.  You're
          done!

4.7 Teeth Doors
    Map Name: TDOOR.MAP
          Another cool door, and it's real easy to make.
  STEP 1: Make the following sectors:
        ________________________             ______________________
        :                      :             :                     :
        :                      :             :                     :
        :                      :_____________:                     :
        :                      :    _____    :                     :
        :                      :   :__B__:   :                     :
        :         D            :    _____  A :        E            :
        :                      :   :__C__:   :                     :
        :                      :_____________:                     :
        :                      :             :                     :
        :                      :             :                     :
        :______________________:             :_____________________:
          They should all be valid player space.
  STEP 2: Raise sector A, B, and C's ceiling to match D and E's.  
          Leave sector A's floor alone, but make B and C's floor low enough
          so that you can't see it, even looking down.  Add nice textures.
  STEP 3: Give sector A a unique Hitag, and a Lotag of 29.  Place
          one sector effector in sector B and C.  Give the effectors the unique
          Hitag you gave sector A, and a Lotag of 22.  You're done!  You might
          want a MUSICANDSFX sprite with a Lotag of 166 in sector A, up to you.

  4.7.1 Another Way To Do Teeth Doors
        Map Name: JM-TDOOR.MAP
          This is another way to make teeth-doors.  Thanks goes to Jaap Menist
          for writing this in the first place.
  STEP 1: Create the following sectors. All are valid player space.

           +------------------+         +---------------+
           |                  |         |               |
           |                  +---------+               |
           |                  |  +---+  |               |
           |                  |  | d |  |               |
           |                  |  +---+  |               |
           |       A          |    C    |       B       |
           |                  |  +---+  |               |
           |                  |  | e |  |               |
           |                  |  +---+  |               |
           |                  +---------+               |
           |                  |         |               |
           +------------------+         +---------------+
          Sector 'A' and 'B' are the rooms, sector 'C' is the door and sectors 
          'd' and 'e' are the teeth in the door. 
  STEP 2: Make all floors and ceilings equal height. (When the door is finished 
          you may raise the ceiling of 'A' or 'B' if you like).
  STEP 3: Now here's a nice one; The floors of sectors 'd' and 'e' have to be lowered, 
          so holes appear. 
          The amount you have to lower each sector can be calculated like this:
          ('PixelHeight of door' / 3) - 2.
          So you divide the door-height by 3 and subtract 2 from the result. This is
          the number of times you have to hit page-down when lowering the floor of
          sectors 'd' and 'e' . 
          Weird eh? It looks as if the teeth move 3 times as fast as the door.
          Now you have two pretty deep holes where the teeth will sink into.
  STEP 4: Put sector effectors in 'd' and 'e' and give them a low-tag of 22.
          Give them the same unique high-tag number. Put the effectors on the 
          floor of 'd' and 'e'. 
  STEP 5: Lower the ceilings of 'd' and 'e' to their floors. In other words,
          put the teeth all the way down.
  STEP 6: Give sector 'C' a low-tag of 29 and the same high-tag you issued for 
          high-tags of the effectors in 'd' and 'e'. So sector 'C' high-tag is equal 
          to the high-tag of the effectors in sectors 'd' and 'e' !
  STEP 7: Lower the ceiling of sector 'C' to the ground and you're done !
  STEP 8: You can put a music sprite in sector 'C' for a door sound and also
          an effector sprite to make the door auto-close.
          Now you have a door which is closed in the initial state, when it opens
          you see the teeth shoot up and if you stand in the doorway looking down 
          into the holes, you get squished when the bastard shuts its mouth :)

4.8 Sliding Doors
    Map Name: SLDOOR.MAP
          This is EXTREMELY difficult to explain.  So, I'm not really going
          to.  BUT, I have provided SLDOOR.MAP.  It is a step-by-step map.
          You SHOULD be able to do this through that map.  I am VERY sorry 
          that I cannot provide an explanation here, but it is WAY too 
          difficult [to explain].  People got confused on a lot of my 
          "tuff-stuff" explanations (swinging doors, etc.) anyway. :)
          BUT...the thing with the directions of the SE tags:
          Point the SE to the starting point of the door.

  4.8.1 See Through Sliding Doors
        Map Name: STSLDOOR.MAP
            This how-to was made by Jaap Menist and can be found in the ZIP file
            that this FAQ came in under the name STSLDOOR.TXT.  The how-to was
            way to long to put in here, and it does one problem with clipping in
            it (at least it did when I tried it), but it is being included as it
            is one of the coolest doors I have ever seen.  Take a look at
            STSLDOOR.MAP if you have questions and try to pull it apart.  This
            door is quite difficult to make, but hopefully you will see how to
            do it.

4.9 Horizontally Splitting Doors
    Map Name: UPDNDR.MAP
          These are the doors that the ceiling of the door sector goes up, and
          the floor goes down.  Very cool.  They are constructed the same way
          as regular DOOM-doors, only the floor and ceiling of the door sector
          should meet at the middle.  Give the sector a Lotag of 22 instead
          of 20.

4.10 Rotating Subway Doors
     Map Name: RDOOR.MAP
          These are doors that you can find in E3L6, when you first start out.
          To do this, first, follow the directions in section 4.30 (gears), only
          don't raise the gear sector, and make it a plus. (In other words, make
          it like RDOOR.MAP)  Next, block walls as shown in RDOOR.MAP.  The
          blocked lines are the PINK lines, and can be made by pressing 'B' on 
          the line you want to block.  Next, mask all of the blocked walls.
          (point at ceiling of sector, press 'M' in 3D mode).  Change the 
          textures of the masked textures to your liking.  That's it!  If you're
          still unsure on how to do this, consult RDOOR.MAP if you need more help.

4.11 Making Doors Auto Close
     Map Name: NONE
          To make a door auto-close, put a sector effector in the door sector.
          Give it a Lotag of 10.  The Hitag is how long the game should wait
          before closing the door.  128 equals 4 seconds, and this is commonly
          used.

4.12 Making Locked Doors
     Map Name: ACCESS.MAP
          To have a door locked, do the following:
  STEP 1: Put an access pad somewhere.  Give it a Hitag of 212.  Make
          up a Lotag (I like to use 3, 4, and 5) and give it to the access pad.
  STEP 2: Put an ACTIVATORLOCKED sprite (#4) in the door sector.  Give
          it the Lotag that you gave the access pad.  That's it!
          Now, that will make a blue access pad.  To make a red and yellow
          one, you have to change the palette number of the access pad.  You
          might want to change the key, also, if you want the player
          to be able to use the pad...:)  Change them to one of the following:
          (Use ALT+P in 3D mode)
          21 = Red Access Pad
          23 = Yellow Access Pad

----------------
PARALLAXED SKIES
----------------

4.13 Correctly Parallaxed Skies
     Map Name: PARALLAX.MAP
        Making parallaxed skies can be a trick, but it is very easy.  All 
        you have to do is select a tile for the sky, and press the [P] key 
        on it in 3D mode.  To make it so that the space tiles do not kill 
        you when you go under them, give the ceiling tile a palette number 
        of 3.  There are also 3 different versions of parallaxed skies, and
        you can press [CTRL]+[P] on the sky in 3D mode to get the three 
        different versions.  To make it so that the walls are parallaxed as
        well, make several sectors along side the main sector, parallax the
        ceiling and the floor, and lower the ceiling to the floor.  If you
        don't understand this (it is kind of hard to explain), take a look
        at PARALLAX.MAP.  You'll see what I mean.

4.14 Problems And Fixes With Parallaxing
     Map Name: NONE
        There are a few problems with parallaxing skies, and I have
        created some problems and fixes below.
  PROBLEM  1: My sky is screwed up!  It shows one picture, and then to the
              side of that another, and another, etc.  What's the deal?
  SOLUTION 1: 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'm using, the frame after that (a sprite
              let'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.
  PROBLEM  2: I'm not using multiple frame sky textures, and it still looks
              weird.  What am I doing wrong?
  SOLUTION 2: This problem occasionally happens in level making, and can
              be resolved by loading another level (after saving), then 
              loading the level with the problem again.

----------------
LIGHTING EFFECTS
----------------

4.15 Making Lights Blink
     Map Name: BLIGHTS.MAP
          To make lights blink randomly, all you have to do is follow these simple
          steps.  In this example, we will make a light in a wall and have the
          light point outwards.
  STEP 1: Make your light sector in the wall.  It should be a small triangle coming
          out of the wall.  Lower the ceiling of this triangle sector down to the
          floor.  Make it blockable, and choose a light texture for the wall.
  STEP 2: Draw some lines out from this triangle sector to form another sector in
          which the light will blink.  Look at BLIGHTS.MAP for an example of how
          to draw the lines.  For example, if you have a wall opposite of your 
          triangle light sector, you should insert two points and draw lines from
          the corners of the triangle sector to the two points of the opposite
          wall.
  STEP 3: Place a sector effector sprite in the sector you just created, and give it
          a lotag of 4, and any hitag you want.  The hitag is for a random flash
          number.
  STEP 4: Set the shade of the walls, ceiling, and floor of the sector created in
          step 2, to what you want it to be like when the lights are off.  Then,
          set the shade of the Sector effector sprite to what you want it to be
          when the light is on.  You can do this by pressing the ['] and [S] keys
          in 3D mode.  Then you can enter a number for the shade.
          LOOK AT BLIGHTS.MAP IF YOU STILL DON'T UNDERSTAND.

4.16 Making Lights Blink When Shot
     Map Name: SHOTLGHT.MAP
          To make lights blink when shot out, all you have to do is follow 
          a few simple steps.  You can either make a light in the ceiling to be
          shot out, or you can make a light in the wall to be shot out.
  STEP 1: Make your light sector in the wall.  It should be a small triangle coming
          out of the wall.  Lower the ceiling of this triangle sector down to the
          floor.  Make it blockable, and choose a light texture for the wall.
          If you are making a ceiling light, make the light sector and make it
          valid player space.  Raise or lower the ceilings height to whatever you
          wish.
  STEP 2: Draw some lines out from this triangle sector to form another sector in
          which the light will blink.  Look at BLIGHTS.MAP for an example of how
          to draw the lines.  For example, if you have a wall opposite of your 
          triangle light sector, you should insert two points and draw lines from
          the corners of the triangle sector to the two points of the opposite
          wall.  You don't need to draw line out from the ceiling light sector
          for any shading effects.
  STEP 3: Give the red line that separates the triangle sector from the room sector
          any lotag you wish to.  If you are making a ceiling light, give the light
          sector a hitag of anything you want to.
  STEP 4: Place a sector effector sprite in the sector you just created, and give it
          a lotag of 3.  If you are making a light in the wall, give the sprite the
          same hitag as the walls lotag.  If you are making a ceiling light, give
          the sprite the same hitag as the sectors hitag.
  STEP 5: Set the shade of the walls, ceiling, and floor of the room and other 
          sectors , to what you want it to be like when the lights are off.  Then,
          set the shade of the Sector effector sprite to what you want it to be
          when the light is on.  You can do this by pressing the ['] and [S] keys
          in 3D mode.  Then you can enter a number for the shade.
          LOOK AT SHOTLGHT.MAP IF YOU STILL DON'T UNDERSTAND.

4.17 Open Door, Room Lights Up
     Map Name: DRLITES.MAP
          I'll use the step-by-step method for this one:
  STEP 1: Make 3 sectors, you know, a room (to be lit up), a lit
          room, maybe with lights in the back, and the door sector.  To
          make it look cool when the room lights up, make 2 extra sectors
          on either side.  You know, make it look a bit like my map.  That's
          the way I like it, your choice.
  STEP 2: Put a Sector Effector sprite in the door sector, and in
          all the sectors that will be lit up when the door is opened.
  STEP 3: Change the shade of the Sector Effector (Use the [']+[S] keys in
          3D mode to enter a shade value) to how bright you want the room
          to be when the door is open (thus letting the light in).  Then
          make the shade of every wall, floor, and ceiling in the sectors
          that will be lit up the shade that you want the room to be when
          the light is not coming in.
  STEP 4: Give all the Sector Effector sprite a unique Hitag, and
          a Lotag of 8.  You're done!

4.18 Light Switches
     Map Name: SWLITES.MAP
          This is easy.  Here's the step-by-step:
  STEP 1: Make a sector.
  STEP 2: Put a light switch on the wall.  Give it a unique Lotag.
          Put Sector Effector sprites in ALL the sectors that will be lit up
          when the switch is turned on.
  STEP 3: Change the shade of the Sector Effector (Use the [']+[S] keys in
          3D mode to enter a shade value) to how bright you want the room
          to be when the light is turned on in the room.  Then make the shade of
          every wall, floor, and ceiling in the sectors that will be lit up
          the shade that you want the room to be when the light is turned off.
  STEP 4: Give the Sector Effector(s) a Hitag that is equal to the
          switches Lotag.  
  STEP 5: Give the Sector Effector(s) a Lotag of 12.  That's it!

4.19 Colored Lights
     Map Name: CLITES.MAP
          To make colored lights, make a sector.  Choose textures.  Change the
          palette number (use ALT+P) of the walls, ceiling, and floor to
          a number from a list below.  

          The most common palette numbers for colored lights are:
          1 = Blue
          2 = Red
          7 = Yellow
          8 = Green

4.20 Pulsating Lights
     Map Name: PULSATE.MAP
          This is yet ANOTHER thing that the BUILDHLP file has wrong info on.
          To do this, put a CYLCER sprite (#7) in the sector.  Make the shade
          (use ALT+S) on the walls and ceiling of the sector how dark the room
          will get when the lights are out, and set the shade of the cycler
          sprite to how bright the room will get.  At this point, it will work.
          It will be really fast pulsating, though.  To change the speed, give
          the cycler sprite a Hitag.  Any Hitag, make it unique.  Then, add
          a GSPEED sprite (#10).  Give it the same Hitag as you gave the cycler.
          Then, give the GSPEED a Lotag.  This is how fast the lights will
          pulsate.

--------------
MOVING SECTORS
--------------

4.21 Gears/Rotation
     Map Name: GEARS.MAP
          To make gears, make a gear sector.  You know, make it look like a
          gear.  I didn't have the time nor the energy to make a whole lot
          of prongs on my gear, so I just made a cross.  Just the same.  Anyway,
          decide on a pivot point for the gear.  Insert 3 sprites on the pivot
          point.  Go into 3D mode.  Make 2 of them sector effectors, and one
          sprite #418.  Use relative alignment (R key) on sprite #418 to make
          it lay flat.  Go back into 2D mode.  Give both of the sector effectors
          a unique Hitag, not the same as all the other gears. I used 56.  Then,
          give one of the sector effectors a Lotag of 1.  That's it!  To make the
          gear sound good, put a MUSIC&SFX sprite somewhere.  Give it a Hitag of
          8000, and a Lotag of 89.  For multiple gears, do the same thing only
          leave out the sector effector with no Lotag.

          Now, you don't necessarily have to make a gear.  Just keep in mind
          a few things:
          The SE1 sprite is the rotation point.  Put it wherever you want.
          Point the sprite down to have it rotate counter-clockwise and
          up to have it rotate clockwise.  The SE1 doesn't HAVE to be in the
          sector that is rotating.

4.22 2-Way Trains (The Right Way to Make Them!)
     Map Name: TWO-WAY.MAP
  STEP 1: Make the track for the train, the train itself (for this we'll use a
          simple rectangle sector), and two rooms at either end of the track
          (where the train will stop).
  STEP 2: Place three switches on the map (one in the train, the other two in
          both rooms at either end of the track (i.e. one in each room).
  STEP 3: Give the switch in Room 1 a unique lotag.  In my map I gave it a
          lotag of 85.  Give the switch in Room 2 the same lotag and the switch
          in the train the same lotag.
  STEP 4: Place an activator sprite in the train and give it the same lotag as
          the switches.
  STEP 5: Put a Sector-effector sprite in the train and give it a lotag of 30,
          and a hitag that is one more than the lotag of the switches.  (So if
          your lotag for the switches was 85, the hitag for the SE sprite would
          be 86.  Don't ask me why this is, but it works!)  Make sure that the 
          SE sprite is pointing in the direction in which the player gets on the 
	    train for the first time.  This indicates which side of the train is
          the front side.
  STEP 6: Give the train sector a SECTOR LOTAG of 31.  Now for the locators.  
          Place two locators at either end of the track.  (This is where the 
          train will stop.  Sometimes you have to move these in the map to get
          the train to stop in front of the door just right).  For the locator
          closest to where the player will first get on the train, give it a
          lotag of 1, and a hitag of 1.  DO NOT give the other locator a hitag
          or lotag.  LEAVE IT ALONE!
  STEP 7: In 3D mode, move the cursor over the floor of the train.  Press R so 
          the floor doesn't move with the train (don't do it to see what I mean).
          If your train has a ceiling, do the same to it.
  STEP 8: Now you are all set!  You can play the game now, but the train won't
          be as cool as some in the registered levels.  This is because we 
          have not put in any of the doors.  To have the doors work properly,
          do the following:

           1.  Make the door sectors, give the SECTORS a lotag of 20 (for ceiling
               door) and choose textures.  Place an activator sprite in each door
               sector.  Give the activator in the door (in which the player will
               start at first), a lotag of two more than the switches lotag.
               (So if the lotag for switches was 85, the lotag for the activator
               in the door would be 87).  
           2.  Give the other activator (in the other door) a lotag of one more
               than the switches.  (So if the lotag for the switches was 85, the
               lotag for this activator would be 86).
           3.  Now comes the tricky part.  For the doors to work properly, you 
               have to do this: Make sure the door at which the player starts 
               is CLOSED.  Then make sure the other door is OPEN.  This will 
               let the doors function properly (opened when reached, closed when
               left).

4.23 One Car Subways
     Map Name: 1CARSUB.MAP
          The Subway how to in previous versions of the FAQ was quite poorly
          written, but it has been updated to make it much simpler to 
          understand.  This is not hard, but you do have to follow these
          instructions exactly.

  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.
  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).
  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.
  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.
  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'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.
  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 "engine" 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.
  STEP 7: Now you must place the locator sprites all over the track.  These
          sprites make the actual 'path' 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.
  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.
  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!  If you
          have any problems, or are unsure about how something is made,
          look at 1CARSUB.MAP.

4.24 Making Multi-Car Subways
     Map Name: MULTISUB.MAP
          Multi car subways are just as easy as one car subways, but it
          takes some time.
  STEP 1: Make the first car, or "engine" of the train by following the
          instructions in the above how-to.
  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'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).
  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).
  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
          "engine" of the train.
  STEP 5: You're done!  The path for the train should have already been
          made, as you constructed that in the first how-to.  Take a look
          at MULTISUB.MAP if you have any other problems.  This is quite
          easy to do.

4.25 Notes on Subways
     Map Name: NONE
         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!
      1. The 'train' sector (with SE 6) has to 'touch' the 'track' sector 
         on at least one line or the train won't move.
      2. 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.
      3. The pixelheight (height between floor and ceiling) of the train 
         has to have a maximum of 104 in order to run you over. If the 
         pixelheight is more than this the train will pass through you 
         instead of killing you (weird eh?).
      4. 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).  

----------------------
GENERAL SECTOR EFFECTS
----------------------
4.26 Earthquakes
     Map Name: QUAKE.MAP
          To make earthquakes, follow these steps:
  STEP 1: Make the sector that will be altered during the earthquake.
          Make it look like the finished product of the quake, i.e. make
          slopes, altered floor/ceiling heights, whatever.
  STEP 2: Make the sector that will activate the quake.  If you don't
          know what I mean, it's the darkened sector in QUAKE.MAP.
  STEP 3: Now, to add sprites.  For each sector that will be altered
          in the quake, put a Sector Effector sprite and a Master Switch (#8)
          sprite, both in the same sector.  Raise the two sprites to where
          you want the height of the floor to be before the quake.  It's really 
          hard to get it perfect.  Sometimes you'll get raised floors that just
          won't go down.  In that case, I presume you have a slope.  Put the 2
          sprites (Sector Effector and MASTERSWITCH on the AXIS of the slope.
          The last sprite to add is a TOUCHPLATE sprite (#3) in the sector that 
          will activate the quake.  (The darkened sector in QUAKE.MAP)
  STEP 4: Give ALL the Sector Effectors a Lotag of '2'.  Give the
          TOUCHPLATE sprite a unique Lotag.  Give the same lotag as you gave
          the touchplate to the MASTERSWITCH sprites.  That's it!

          NOTES:
       A. To make the earthquake make scraps of rock and metal fly around,
          put a sector effector sprite where you want the scraps to start.
          Give it a lotag of '33'.  Now, if you want stuff to just roll around
          on the ground, keep it on the ground.  To make it come from the air,
          raise the SE 33 sprite to the ceiling.
       B. To make Duke say "Holy Shit!" when he steps on the touchplate 
          sector, give the touchplate SECTOR a Lotag of 10225.

4.27 Rooms Over Rooms
     Map Name: SOS.MAP
          This is quite easy to do.  First, make a big sector.  Make the ceiling
          high, choose some nice textures.  Make a place leading from that, and
          up a staircase or slope.  Go around until you get to one of the sides
          of the first sector.  You should something like have this:
        ______________________________________
        :      ________________________       :
        :      :                       :      :
        :      :                       :______:
        :      :                       0      0
        :      :  __________________________________________
        :      :  :                                         :
        :      :  :                                         :
        :      :  :                                         :
        :      :__:                                         :
        :                                                   :
        :                                                   :
        :________                                           :
                 :                                          :
                 :                                          :
                 :                                          :
                 :                                          :
                 :__________________________________________:
          Now, the two 0's are the ending vertexes for the sloped hallway.  I
          know they look nothing like it, but bear with me. :)  Now, start 
          making a new sector, starting from the 0's.  Make it inside the
          first sector.  DO NOT put vertexes on the lines for the first sector.
          just let the lines overlap.  Now, travel up your slope, and go
          into the sector you just made. Right now, it's at regular floor height.
          Just raise the floor, and you've got a sector over a sector!  If you
          need help, look at SOS.MAP.
          Now, the general rule for rooms over rooms, is make it the way it
          is above.  You don't have to make it EXACTLY like it, just make sure
          the stacked sector is made of all white lines.  Get it?  Good.

          It is assumed that you can have as many sectors as you want over top
          of each other.  The amount of sectors over each other is in no way
          limited in number, just as long as you can keep track of what is
          what in BUILD.

4.28 Stretch Sector
     Map Name: STRETCH.MAP
          This is used to stretch a sector whatever way you want.  Real cool
          stuff.
  STEP 1: Make the sector that will be stretched.
  STEP 2: Give that sector a Lotag of 27.
  STEP 3: Place 3 sprites in the sector.
  STEP 4: Put a switch somewhere.
  STEP 5: Change the three sprites to a sector effector, activator and
          GSPEED sprites.
  STEP 6: Give the switch a Lotag.  Give the activator the same Hitag.
          Give the sector effector a Hitag that is equal to the switch's Lotag
          and a Lotag of 20.  Point the sector effector the way you want the
          sector to stretch.  Give the GSPEED sprite a Lotag of how far you
          want the sector to stretch.

4.29 Conveyor Belts/Water Current          
     Map Name: CONVEYOR.MAP
  STEP 1: Make your conveyor belt sector.
  STEP 2: Place a sector effector in this sector and change the angle to the
          direction you want the conveyor belt to go.
  STEP 3: Give the sector effector a lotag of 24.

  OPTIONAL STEPS
  --------------
  FASTER  : To make the conveyor belt go faster, place a GPSPEED sprite in the
            conveyor belt sector, and give it a hitag of your choosing (this
            determines how fast the belt will travel.  Higher numbers mean faster
            speeds).
  WATER   : To make a water current, do everything as above, and give the conveyor
            belt sector(s) a SECTOR hitag of 1.
  SWITCH  : Place a switch somewhere, and give it a unique lotag.  Give the sector
  OPERATED  effector with a lotag of 24 the same hitag as the switch's lotag.

4.30 Making Curtains Draw Back
     Map Name: CURTAIN.MAP
          To make curtains draw back when you flip a switch (like the movie 
          theater in Episode 1, Level 1) you need to follow several steps.  Again, 
          look at the CURTAIN.MAP if you don't understand.
  STEP 1: Make your curtain (or whatever else) you want to draw back.  Now place a
          sprite somewhere and change it into a switch.
  STEP 2: Lower the curtain sector's ceiling down to the 1 space above the floor.  
          Put a sector-effector sprite, a gpspeed sprite, and an activator sprite 
          in the curtain sector.
  STEP 3: Give the curtain sector a lotag of 27.  (Press [T] on the sector in 2D 
          mode).
  STEP 4: Give the switch any lotag you wish.  Now give the Sector-effector sprite a
          lotag of 20, and a hitag equal to the switch's lotag.
  STEP 5: Give the Activator sprite the same lotag as the switch's lotag.
  STEP 6: Give the GPSPEED sprite a lotag that will determine how far the curtain
          will draw back.  1024 is the same distance as the largest grid square in
          BUILD.  You are now done!  Make sure that your curtain doesn't draw back 
          too far into the wall, or a Hall of Mirrors Effect will be seen.  Also, 
          press [R] to get rid of the effect on the floor under the curtain.

4.31 The Pool Table
     Map Name: NONE
          The pool table found in episode 1, level 2 is a realistic effect to 
          add to almost any level.  And it is quite easy to make!  All you have 
          to do is make the table itself.  Just make two rectangle sectors inside 
          of each other and raise each to heights which make it look realistic.  The
          outside sector should be higher than the inside sector (of course).  Now 
          just place the pockets (#903) on the table in the places that they go 
          (make them lie flat by pressing [R] on them twice in 3D mode] and size 
          them down to fit your table.  Then place the balls on the table (#901-902) 
          and give them different palette numbers to change the color of them.  If 
          you truly don't understand how to do it, look at the pool table in Episode 
          1, level 2.

4.32 Fish Tanks
     Map Name: TANK.MAP
          Making a fish tank is quite easy.  Just make the tank itself, give it a lotag
          of 2 (to be underwater), and give it the appropriate textures.  Mask a wall
          in front of the tank and choose one of the opaque glass textures.  Make it
          both hittable and breakable (by pressing [B] and [H] in 3D mode) and make it
          transparent (by pressing [T] on the glass).  Now give the glass texture a
          palette number of 1 by pressing [ALT]+[P] in 3D mode.  Make sure you give the
          glass this palette number on BOTH sides of the glass.  See TANK.map if you
          don't understand.

-----
WATER
-----

4.33 Water
     Map name: WATER.MAP
          Like teleporters, water is very easy.  First, make a square sector.
          Put another sector in the middle of it, this will be the top of the 
          water.  Next, make a sector anywhere (except in the outer part of
          the first one).  One thing you must make sure of is that both of the
          inner sectors are the same EXACT size, and that they are valid player 
          space.  When you're done, it should look like this:
                                    Now comes the hard part.  We're working 
             ____________           now with the inner sector, since that is  
            :______B_____:          the water.  Sector A is going to the top 
                                    of the water,  so change that SECTOR's 
                                    Lotag to 1.  This signifies that this sector 
        __________________________  will be "on top" of the water.  Do the 
        :                         : same thing to sector B, but make the Lotag 
        :  ______________         : 2.  This tells the game that this sector will 
        :  :______A_____:         : be underwater.  Next, put sector-effectors 
        :                         : in the same place of sector A and sector B. 
        :_________________________: Just like teleporters, this is your first
          piece of water, so make the Hitag for both sector-effectors 1, and the 
          Lotag 7.  That's it!

4.34 Sloped Water Surfaces
     Map Name: NONE
         To make it possible to submerge into an underwater area with a
         sloped floor, place the Sector Effector (with the lotag of 7) at
         the LOWEST point of that sector.  So when your sector is sloped,
         the SE would be placed on the lowest axis of the sloped sector.

4.35 Swimming in Slime
     Map Name: NONE
         If you want to swim in slime instead of water (the water is green
         beneath the surface instead of blue) just give the sector-effector
         sprite in the water sector a palette of 8.  This can be done by
         pressing [ALT]+[P] in 3-D mode.  Other colors can be made too.  A
         palette of 1 will make the water red (swimming in lava, for example).

4.36 Making Waves
     Map Name: WAVES.MAP
          To make waves work properly, you must follow a certain guideline.  But if
          if you follow it, you can make waves for any water sectors (almost).
          First, we must go over the guideline that is required for a wave to
          operate correctly.  The guideline is this: the sector that will be part 
          of the wave MUST be four-sided.  If it is not, the wave will not work.  So,
          keeping this in mind, make several four-sided sectors to be affected.  Place
          a Sector-Effector sprite in each four-sided sector and give each a lotag of
          29.  Then give each sprite a hitag of anything from 0 to 2047.  This will
          determine the starting height of the wave.  Then place a GPSPEED sprite in
          each sector, and give the lotag any value (from 0 to 2047).  This will 
          be the height of the wave once it starts.  If you give the wave sectors a
          lotag of 2, it will be possible to submerge into the water (as long as
          you've made it so that you can.  See section 4.16 for more details).  If 
          the waves are too high, Duke will not be able to stay afloat.

4.37 The Rising Water Effect
Map Name: RISING.MAP
	    This is an interesting effect, that simulates water rushing into an area, and
	    rising, as it realistically would.  To make this effect, just follow the
	    steps below.
  STEP 1: Make two identical water sectors.  Give them the right sector-effectors
	    (with a lotag of 7, and whatever you want for the hitag) and give the
	    areas appropriate textures.  See section 4.16 if you do not know how to make
	    water sectors.  Make a sector through which the player will pass through.  In
	    this sector, place a touchplate.  Give it a lotag of whatever you want, and
	    a hitag of 1.
  STEP 2: For the Above water sector, place the following sprites: 1 Sector Effector,
	    1 Masterswitch, and 1 GPSPEED (if you want the water to move slowly).  For
	    this example, we will use a GPSPEED sprite.
  STEP 3: Give the Sector-Effector a lotag of 31, and a hitag the same value of the
	    touchplate's lotag.  Make sure this sector-effector sprite's angle is up.
  STEP 4: Give the Masterswitch sprite a lotag of the same value as the touchplate's
	    lotag.  Give the GPSPEED sprite a lotag of whatever you want, as this is the
	    rate that the water will rise.  Make sure that this above water sector looks
	    like the water has not yet risen.  Raise the sector-effector with the lotag
	    of 31 to the height that you want the water to rise to.
  STEP 5: For the Underwater sector place the following sprites: 1 Sector-effector
	    sprite, 1 Masterswitch sprite, and 1 GPSPEED sprite.
  STEP 6: Make sure that this underwater sector looks as if the water has already
	    risen.  The water should be exactly as high as the water will be in the
	    above water sector.  This will make the effect much more realistic.
  STEP 7: Give the Sector-effector sprite a lotag 32, and leave the hitag as 0. Raise
	    the Sector-effector sprite to the height that you want the water in this
	    sector to START at.  Also, make sure that the angle of the sprite is down.
  STEP 8: Give the Masterswitch sprite a lotag the same as the touchplate's lotag.
	    And finally give the GPSPEED a lotag the same as the Above water sector's
	    GPSPEED sprite.  This also makes for a realistic effect.
  STEP 9: Be sure to press the [O] key on ALL walls in the underwater sector.  If this
	    is not done, the walls will move with the water as it rises, and it looks
	    quite unrealistic.  After completing this, YOUR DONE!  If you do not
	    understand, or you need further help, look at RISING.map and pull it all
	    apart.

4.38 Level Over Level Water Trick
     Map Name: WATRWARP.MAP
          This FAQ will explain how to make an interesting water effect I found in the
          Aqua levels made by Ben Roffelsen.  If you haven't seen these levels, check 
          them out!  They're some of the best out there!

          The water effect described briefly in this FAQ is basically this: An above
          water sector, a below water sector, and a passage from the above to the below
          that connects the two.  Sound confusing?  Well, it is hard to explain but
          here's what I mean.  You have an above water area.  You can go into the water
          and submerge into the underwater sector.  Or you can take the passage (a hall
          for example) into a room in which you can see the underwater area.  It's
          basically an extension of the level over level aspect of the game.  Your
          above water 'room' is above the below water 'room' with a passage connecting
          the two.  Here's a drawing:

          |--------------------------|
          |          {               |
          |  Room    {<-Window       |
          |          {               |
          |     |----|  Below water  |
          |Hall |    |  Sector       |
          |     |    |               |
          |     |    |               |
          |     |    |~~~~~~~~~~~~~~~~
          |     |    
          |     |    |~~~~~~~~~~~~~~~~
          |     |    |  Above water  |
          |     |    |  Sector       |
          |     ------               |
          |                          |
          |                          |
          |                          |
          |--------------------------|

          Now imagine that the Above water sector overlaps the below water sector
          (Where all the ~~~~~~~ marks are).  The ceiling of the below water sector is
          lower than the floor of the above water sector.  So the hall between the two
          is sloping down (or it is steps going down).  We can either go under the
          water (directly from the above water sector to the below water sector) or
          we can go down the sloping hall, into a room in which we can look out of a
          window to the underwater area.  Still confusing?  Look at WATRWARP.MAP for a
          visual perspective.

          Well now that we know what we are doing here are the instructions for making
          this effect.  Bear with me, as these instructions might be hard to follow.
          Again, look at WATRWARP.MAP if you get stuck.  It should be pretty
          self-explanatory.

          *********
          IMPORTANT
          *********

          These steps are shown one by one ABOVE THE STARTING POINT in BUILD (in
          WATRWARP.MAP).  Look there to follow what I'm doing.  Play the level to 
          see what the finished products looks like.
   
  STEP 1: Make a rectangular sector and give it nice textures.  Make a rectangle
          sector inside the rectangle you just made.  Make it valid player space
          (by pressing alt-s).  Press [T] in 2-D mode and set the lotag to 1
          (this makes the sector above water).  In 3-D mode, give the floor
          (of this sector) the water texture.  Place a sector-effector sprite
          (in the water) and give it a lotag of 7, and whatever you want for the
          hitag.  This will make it possible to submerge into the water.
  STEP 2: Select the water sector (using the right-alt key) and press the insert
          key to copy this sector (consult the build documents if you don't know
          how to copy sectors).  Move the newly formed sector to another section
          of the map.  Change this new sector's lotag to 2 (This makes this
          sector underwater).  Change the textures so that the ceiling has the
          water texture, and the walls/floor have whatever you want.  Now lower
          the ceiling of this sector, to a height that is lower than the floor
          of the above water sector.  Make the ceiling of the underwater sector
          the same height of the floor in the above water sector if you can.
  STEP 3: Make a side hall that extends off of the sidewalk and make it slope
          down.  We will have a window here to see the underwater section.
          Insert two points into the water sector line in the above water room.
          Look at the map to understand.
  STEP 4: Make a room off the side of the underwater sector.  Make it have a
          window, using texture #758.  Give the window a palette of 1 on BOTH
          sides and make it transparent (I just pressed [T] once to make it
          somewhat transparent).  
  STEP 5: Save your work!  Select the underwater sector (along with the room and
          window), turn off grid locking, and move this sector as close as you
          can over the above water sector.  We turn off grid lock so that the
          points that overlap won't join together.  Put the underwater sector
          almost, but not exactly over the above water sector.  Now turn on
          grid locking and join the two points you inserted, with the two points
          of the window.  They will join together and there you have it!

         This is a neat effect and I thank Ben Roffelsen for telling me how to do it.  
         Get his Aqua levels.  They are the some of the best I've seen, and I've seen a
         lot of levels!

4.39 Underwater Airlocks
     Map Name: AIRLOCK.MAP
         This effect is EXTREMELY difficult to explain, so I have provided the
         how-to map, AIRLOCK.MAP for your benefit.  If you look at how the
         effect was made, you will see that it isn't too hard to make, but
         explaining it is another matter.  The effect uses a two-way train for
         timing, but I feel like you can gather what you need to know from the
         included map.  In future versions, I may write a how-to and include
         it as a separate text file.

4.40 Making Water Rise On Sloped Surfaces
     Map Name: SLOPEWTR.MAP
         This effect is one of the more difficult effects to make, so bear
         with me through the step by step process.  If you do not understand
         exactly how to do something, just take a look at SLOPEWTR.MAP, and
         pull it all apart.  I will use the drawing below several times to
         explain some things, so here we go:

         A--------------------B
         |                    |
         C         D          |
         |         |          |
         |    1    |    2     |
         |         |          |
         |         |          |
         E         F          |
         |                    |
         G--------------------H

  STEP 1: Sector 1 will be the sloped part of the room (do not give the
          floor of this sector the water texture).  Sector 2 will be the
          water sector.  Draw lines A-B, B-H, H-G, and G-A (i.e. - you will
          be drawing a large room).
          Place a switch somewhere outside of both sector 1 and 2 (This will
          activate the water...it could be replaced by a touchplate if you
          wanted to).  Give the switch a unique lotag.
  STEP 2: Insert two points an equal distance from both A and G on line A-G.
          These points are denoted on the drawing as points C and E.  Draw a
          line from point C to wherever you want your slope to enter the
          water (This first point is denoted as point D in the drawing above,
          and I placed it in the middle of the room).  Now draw from D to F,
          and then from F to E.  You now have made an inner sector, and the
          lines should be red.
  STEP 3: Draw a line from point D to point A.  Also draw a line from point F
          to point G.
  STEP 4: Give sector 2 a lotag of 1, and make the floor of that sector the
          water texture.  We now must make an EXACT duplicate of sector 2.
          You should now see how sector 2 looks, so make a duplicate of the
          sector somewhere else on your map, and give it a lotag of 2.  This
          will be the underwater sector.  (This underwater consists of copies
          of the following lines from the drawing above: B-A, A-D, D-F, F-G,
          G-H, and H-B).  Give the floor the same slope that you gave the above
          water sloped area.  Make sure that the above water sector's floor is
          set to the height that the water will start (low down).  The under
          water sector's ceiling should be as high as the water will be once
          raised (high up).
  STEP 5: Two independent sectors have been made from these lines: the first
          sector is made up of lines A-D, D-C, C-A.  The second sector is
          made up of lines E-F, F-G, G-E.  Give both of these sectors a lotag
          of 27.  Now place a sector effector, activator, and gpspeed sprite
          in both of these sectors.  Give BOTH sector effectors a lotag of 20.
          Now give BOTH activator sprites the same lotag that you gave the
          switch.  And give BOTH GPSPEED sprites the same value for a lotag.
          This value is how far the water will rise on the sloped surface.
  STEP 6: Give the above and below water sectors the usual sector effector
          sprite with a lotag of 7 and a unique hitag.
  STEP 7: Place a sector effector, an activator, and a GPSPEED sprite in the
          above water sector.  Give the sector effector sprite a lotag of 31,
          and raise it to the point where you want the water to rise.  Make
          sure that the sprite is pointing up in 2D mode.  Now give the
          activator a lotag equal to the switches lotag.  The GPSPEED sprite
          is optional, as this only sets the rising rate of the water.  But
          if you use one, you should use the EXACT same rate as you do in the
          under water sector.
  STEP 8: Place a sector effector, an activator, and a GPSPEED sprite in the
          under water sector.  Give the sector effector sprite a lotag of 32,
          and raise it to the point where you want the water to start.  The
          sprite should be an equal distance from the ceiling (water surface)
          as the sector effector in the above water sector was from the floor
          (again, the water surface).  Make sure that the sprite is pointing
          down in 2D mode.
          Now give the activator a lotag equal to the switches lotag.  The 
          GPSPEED sprite is optional, as this only sets the rising rate of
          the water.  But if you use one, you should use the EXACT same rate
          as you do in the above water sector.

         You are now all complete!  If you still have trouble understanding
         how to make this effect, take a look at SLOPEWTR.MAP for more
         help.

----------------------
WALLS AND WALL EFFECTS
----------------------

4.41 Masked Walls
     Map Name: NONE
        Masked walls are quite easy to do.  In 3D mode, point the cursor at the
        general location that you want your wall to be (the wall must be placed
        on an existing red line somewhere in the level), and press [M] (It is
        advised that you point at the floor, and not the ceiling).  Now you
        can change the texture of the wall, the shade, and most anything else.
        It should be noted that a masked wall has *TWO* sides, and both sides
        must be edited.

4.42 One-Way Walls
     Map Name: NONE
        One-Way Walls are just as easy as masked walls.  Do the exact same 
        thing you did in the Masked Walls how-to, this time pressing the
        [1] key.  This time the wall will have only 1 side to edit.  The
        other side is invisible.

4.43 Forcefields and Controlling Them
     Map Name: SWFORCE.MAP
         First, make a wall that your forcefield will be on.  Next, mask
         the wall.  Make it the forcefield texture (Bigforce-#520) and make
         it blocking and hittable (press B and H on the masked wall in 3D mode)
         Now unmask the wall.  
         To make the wall controllable by a switch, do the above and give the 
         WALL (forcefield wall) a unique Lotag.  Place a switch on the wall and 
         give the switch the same Lotag.  You're done!

4.44 Wall Information
      Walls are very basic, but can be very tricky if looked at closely enough. 
      They can be given lotags, hitags, can be split, joined, and can be 
      manipulated in many other ways. I have found out several things about 
      walls, and I want to be the first ever to tell you what can be done with 
      them! 

      First I should mention several basic things about two-sided walls. 
      Keep in mind that two sided walls are actually TWO walls, one on one 
      side and one on the other. This is quite easy to understand, but not 
      using this information causes many problems with level designers. A 
      common mistake is the mirror speech. When you press space while facing 
      a mirror, Duke usually will spout a remark. To make this effect possible, 
      you give the mirror a lotag of 252. But you must have the mouse pointer 
      on the correct side of the line in 2D mode (the outside of the mirror). 
      So two-sided walls can actually have FOUR tags; a hitag and lotag on 
      one side, and a hitag and lotag on the other! This point needs to be 
      kept in mind while making mirrors, and other effects using two-sided walls.

      I have found out much about the hitags and lotags of walls. Below is a 
      list of tags that walls can have, and a description of what they do.

      (1,0) - A hitag of one is a pretty complex subject. When you give a 
              wall a hitag of 1, the wall is EXCLUDED from a certain function 
              or effect. I've only seen this tag used in lighting effects such as
              flickering lights, flickering lights when shot, and light switches. 
              If you have a sector that is brightened by a light, and you want to 
              exclude a wall in the sector from being bright, give it a hitag of 1. 
              This is particularly effective in using the "open door, room lights up" 
              effect. Use this to force the door to stay dark while the room lights up. 
              This is a quite useful tag.
      (X,0) - Giving a wall a hitag of X (any number you want) is useful, as it
              transforms the wall into a "switch". An example of this tag can be
              seen in Episode 1, Level 2, at the entrance to the book store. The
              revolving door uses a certain sector-effector sprite and a sector 
              tag to make it revolve. This sector effector and sector tag are run 
              by way of an activator. Let's assume that the lotag of the activator 
              is 12. You would give the walls of the door a hitag of 12, so when 
              the player presses space on the door, the sector effector sprite 
              function is called, and the effect takes place. This can be used 
              in many different ways.
      (0,X) - If you give a two sided wall a lotag that corresponds to a sound
              to play, when you press the spacebar on the wall, the sound will
              play.  I am not 100% sure that this works every time, and if this
              is 100% correct or not.  I will update this area when I find out
              more about this tag.

-------
MIRRORS
-------

4.45 Mirrors
     Map Name: MIRROR.MAP
         This is pretty easy to do.  Before you do this, go into MIRROR.MAP.
         Turn on no clipping (DNCLIP).  Walk through the mirror.  Weird?
         This is a hall of mirrors effect, and you are actually in the
         room behind the mirror.  To make a mirror, make the following sectors:
        _____________________________________
        :                                    :
        :                                    :    ________
        :                                    :   :        :
        :                                    :___:        :
        :                                    :   :        :
        :                                    :   :        :
        :                                    :   :        :
        :                C                   : B :   A    :
        :                                    :   :        :
        :                                    :___:        :
        :                                    :   :        :
        :                                    :   :________:
        :                                    :
        :____________________________________:
          Sector C is the room behind the mirror. As a rule of thumb, it should
          usually be twice as big as sector A, if not bigger.  The mirror will
          usually work if sector C is the same size as sector A, but sometimes
          if you look in the mirror at different angles, it gets messed up.
          Now, go into sector A, in 3D mode.  Point to the ceiling of sector
          B, and press the 'M' key.  Change that ugly texture to the mirror
          texture, which is number 560.  Next, point to the new texture and
          press the '1' key.  This makes the wall 1-sided, and there will now
          be a pink background and you can't see into the other room.  Next,
          go into 2D mode.  Point to the wall that the mirror will be and
          press the 'B' key and 'CTRL+H' keys.  This makes the wall block you
          and hittable.  If you want Duke to say "Damn, I'm lookin' good!"
          when you use the mirror, give the wall (use ALT+T on the wall for
          Lotags, ALT+H for Hitags) a Lotag of 252.  You're done!

4.46 Making Mirrors Show Bullet Holes When Shot
     Map Name: NONE
         To make bullet holes appear in your mirror when shot, do the exact
         same process as above.  BUT, instead of pressing M on the ceiling
         (to mask the wall and change it into the mirror texture), press the
         [1] key.  This will make a one-sided wall instead of a masked wall,
         and when you shoot the mirror in the game, bullet holes will appear.

4.47 Making the Two Way Mirror
     Map Name: 2MIRROR.MAP
  STEP 1: Make a mirror.  Make sure that you use the [1] key instead of the
          [M] key when making the mirror.
  STEP 2: Make two thin sectors that run parallel with the mirror.  Make sure that
          they are thin, because they look very weird in 3D mode, and making them
          thin hides this weird effect.  Raise the two sectors floors up one, and 
          the ceilings down one.  You can raise or lower these as much as you want,
          but one will do fine.
          +---+---+
          |   H   |
          |   H   |  The line made with the "H" at left, is the mirror itself.
          |   H   |  There are two sectors on each side of the mirror, and
          |   H   |  this prevents the HOM bug from taking over.
          |   H   |
          |   H   |
          +---+---+
  STEP 3: Make a passage to the room behind the mirror.
  STEP 4: You're done!  When you play the level, you will be able to go behind
          the mirror, and look through from the other side.  Very nice for Duke-
          Match.  Look at 2MIRROR.MAP if you still don't understand.

-----------
TELEPORTERS
-----------

4.48 Teleporters
     Map Name: TELEPORT.MAP
          Teleporters are some of the easiest hard things to make in Duke 3D, 
          so we'll start with them first.  First, make the following room:
        ____________________________________
        :                                  :  We'll call this fig. a.  The
        :                                  :  outside box is just your normal, 
        :                                  :  basic room.  Make the two inner
        :                                  :  Sectors (marked with a "T") valid
        :    ___        ___                :  Player space.  If you want to make
        :   : T :      : T :               :  it look good, put the grid size on
        :   :___:      :___:               :  the biggest one, and line up the 
        :                                  :  "T" sectors with the grid.  Use the
        :__________________________________:  teleporter tile for the floor, and
          raise the floor.  The next step is the hard part.  Place a sector-  
          effector sprite in the middle of each of the "T" sectors.  Since this
          is your first teleporter, make the Hitag for this sprite 1, and the
          Lotag 7.  1 is because this is your first teleporter, and if you made
          another, you would change it to 2.  7 is because that is that is the
          Lotag for teleporting.  That's it!  
        
          Notes:
          Note that whatever angle the sector-effector sprite is facing is
          the way that the player is facing when he/she comes out of the
          teleporter.  You could have the player come out facing a wall with
          10 aliens to his back...but you didn't get that idea from me! :)

4.49 Sewer Holes/Silent Teleporters
     Map Name: MANHOLE.MAP
          Now...basically...if you don't want animation/sounds/etc. when you
          teleport somewhere, raise the sector effector off the ground.  Here's
          the step-by-step:
  STEP 1: Make 2 sectors.  Big ones.  Draw circles inside of these
          sectors.  They must be the exact same size.  Actually, since this
          is just a test, you could make squares, if you want.  Now, on the
          first circle sector that you will jump down into to teleport to the
          underground sector, lower the floor so that you cannot see it looking
          down.  You can test this by using CTRL+A and then CTRL+Z to go back.
  STEP 2: On the second circle, do the same as you did with the circle
          that you will jump into, only the opposite. (Raise ceiling so you
          can't see it)
  STEP 3: Put two sector effectors in each sector.  In the first sector,
          lower it [the sector effector] onto the floor (we're working with the 
          circle sectors)  Then raise it about 3 or 4 above the floor.  Do the
          exact opposite with the circle you will come out of (raise the sector
          effector to the ceiling and then drop it 3 or 4).
  STEP 4: Give both the sector effectors the same unique Hitag, and a
          Lotag of 7.  Add nice textures.  The textures and shade of both of
          the circle sectors should be EXACTLY equal, or it will not look
          totally right.  That's it!

4.50 One Way Teleporters (Plutonium Pak Required)
     Map Name: NONE
       One way teleporters make it possible to create interesting effects
       within the level, and make it possible to force the player to not be
       able to go back to where they started.  Follow these steps to make
       this work properly.
  STEP 1: Place a sector effector in the sector that the player will enter,
          and give it a lotag of 7 and a unique hitag.
  STEP 2: Place another sector effector where you want the player to exit,
          and give it a hitag the same as the above sector effector, and a
          lotag of 23.  The angle of the sprite will be the direction that
          the player faces when they exit the teleporter.  If you want the
          teleporter to act normally, leave the palette as 0.  But if you
          do not want the teleporter to have any sound effects or flash when
          entered, make the palette anything above 0.  You're done!

   4.50.1 Version 1.3D One Way Teleporters
          Map Name: NONE
    STEP 1: Make the sector that will be the starting sector (i.e. - the
            sector the player will enter into first).
    STEP 2: Place a sector effector sprite in this sector, give it a lotag
            of 7 and a hitag of whatever you want.
    STEP 3: Place a sector effector where you want the player to exit at,
            and give it the same hitag as the sector effector above and
            a lotag of 7.  Now lower the SE sprite into the ground until
            you can no longer see the sprite.  You're all done!

----------------
ENDING THE LEVEL
----------------

4.51 Nuke Buttons
     Map Name: NONE
        All you have to do for a Nukebutton is place the sprite (#142) on a
        wall, and give it a Lotag of 32767.  To make the end button link
        to a secret level, give it a palette of 14, and change the lotag
        to the number of the level (if the secret level is level number 8,
        you would make the lotag of the Nukebutton equal to 8).

4.52 Ending Sectors
     Map Name: NONE
        Make the sector that the player will end on and give it a sector
        lotag (by pressing [T] on the sector) of 65535.

--------------
SWITCH EFFECTS
--------------

4.53 Doors With Switches
     Map Name: ADOOR.MAP
          To make a door open with a switch, first make a door.  Put an 
          ACTIVATOR sprite in the door sector.  Next, put a switch somewhere 
          that will activate the door.  Give the switch and activator the same 
          Lotag.  Mine is 50.  Now, give the ACTIVATOR sprite a Hitag.  The
          Hitag number is how many times the switch will work.  A Hitag of 0
          will allow the effect to take place an infinite number of times.

4.54 Combination Door Switches
     Map Name: COMBODR.MAP
          This is to make doors that unlock when you press a certain 
          combination of switches.  First, make a door.  Put an ActivatorLocked
          sprite in the door sector.  Give it a unique Lotag.  Next, place
          as many DIPSWITCH sprites as you want somewhere.  These will be the
          switches.  Give them ALL the SAME Lotag that you gave the ActivatorLocked
          sprite.  To set which ones have to be pressed in order to 
          open the door, give the switches that have to be ON a Hitag of 1.
          That's it!

4.55 Another Version of Combo. Switches (Plutonium Pak Required)
     Map Name: NONE
          There is another version of the Combination switches in the Plutonium
          Pak, and all it uses is a different sprite.  The sprite is the red
          shooting targets, (sprite # 4359), and they are used in the same way as
          the DIPSWITCH sprites above.  Just substitute this sprite in for the
          DIPSWITCH sprites.

4.56 Multi-Door Switches
     Map Name: MULTI-DR.MAP
	    This is a useful trick for limiting which rooms a player can go into at the
	    same time.  It uses the Multi-switch sprite (sprite #146) and a few sector-
	    effector sprites.  Just follow these simple steps, and you will have a switch
	    that operates three doors.
  STEP 1: Make 3 doors and give them the appropriate textures and sounds.  DO NOT GIVE
	    THEM A SECTOR-EFFECTOR WHICH MAKES THEM AUTO-CLOSE!  THIS WILL CAUSE THE DOOR
	    TO BE UNOPENABLE FROM THE INSIDE IF YOU GET CLOSED IN (unless there is a
	    switch on the inside of the room.  But this is not recommended).
  STEP 2: Place the Multi-switch sprite somewhere on a wall, and give it any lotag you
	    want.  Now place TWO (2) activator sprites in EACH door.
  STEP 3: The table below will make it easy to understand how to go about giving the
	    activators lotags.

			NOTE: X is the unique lotag that you gave to the Multi-switch.
			NOTE: The first number is the hitag, and the second is the lotag.

			Door 1	Door 2	Door 3
Activator 1		(0,X)		(0,X+1)	(0,X+2)
Activator 2		(0,X+1)	(0,X+2)	(0,X+3)

	    I hope you can understand this.  If you still do not understand, 
          take a look at MULTI-DR.MAP and pull it all apart.  It's quite 
          easy to do.

-----------
C-9 EFFECTS
-----------

4.57 Fun With C-9
     Map Name: C-9.MAP
        C-9 is the source of almost every single explosion used in Duke 
        Nukem 3D.  Here are a few things you need to know about C-9:
     A. If you shrink C-9 as far as it will go using the [4] key on the 
        keypad, you will not see it when playing the game.  This is how you
        can choreograph your own explosions when you blow up buildings, shoot
        walls, or other effects.
     B. A C-9 sprite can be activated by an OOZCAN, crack, or another C-9.
        But more commonly, it's activated by shooting it, with a switch, and
        with a touchplate.
     C. You can have a Dukematch-Only hole by making the crack Dukematch-
        only.

  4.57.1 C-9 Activated by Switches
           This is a very easy effect to make, so just follow these
           easy steps:
   STEP 1: Place a switch somewhere in your level.  Give the switch
           a unique lotag.
   STEP 2: Place a Masterswitch sprite in *every* sector that you want
           C-9 to explode in.  Give every single Masterswitch sprite
           the same lotag that you gave the switch.
   STEP 3: Now you need to place C-9.  Place C-9 sprites in every
           sector that you want it to explode in.  Make sure that you
           don't place *too* much (unless you have a faster processor),
           as complicated explosions will slow down the game for a
           moment.
   STEP 4: Shrink the C-9 sprite all the way width-wise, using the
           [4] key on the numeric keypad.  When it will go no further,
           you will know that you have gone far enough.
   STEP 5: Give the C-9 sprites a hitag that is the EXACT same as the
           lotag you gave the switch in step 1.
   STEP 6: Give the C-9 sprites the any lotag you want.  The lotag for
           the C-9 sprite tells it how long it will wait before exploding.
           If you leave the lotag 0, I'm pretty sure that you the C-9 will
           not explode!  You're now done!  If you still don't fully
           understand, look at C-9.MAP for further help.

  4.57.2 C-9 Activated by Touchplates
          Do the EXACT same as with switches, only replace the switch
          with a touchplate sprite.  Very easy.

4.58 Blastable Walls 
     Map Name: HOLE.MAP
  STEP 1: Make the following sectors:
                         ____________________
                        :                    :
                        :                    :____
                        :                    :_A__:
                        :                    :_B__:
                        :                    :_C__:
                        :                    :
                        :                    :
                        :____________________:
          Sectors A, B, and C should be all valid player space.  We could have
          sectors A, B, and C as all one sector, but we want our hole to look
          cool.  So make it 3, and arrange the slopes of the floor and ceiling
          and the heights of the floor and ceiling until you've got a nice hole.
          Add nice textures, the stuff inside the hole will be what it looks like
          when blown out.
  STEP 2: Put a crack sprite somewhere.  It really doesn't matter where,
          it'll work just the same. I prefer in front of the hole. :)  Make sure
          that it's directly on a wall, though.  Give the crack a Hitag.  
          Something unique, not the same as any other cracks.  I used 213 in
          my map.
  STEP 3: Place a Sector Effector *Sprite* in sectors A, B, and C.  
          Give them your unique Hitag, and a Lotag of '13'.  
  STEP 4: Place a C-9 sprite in sectors A, B, and C.  Now, go into 3D
          mode.  Use the '4' and '6' keys on your NUMBERPAD to shrink the C-9
          WIDTHWISE as much as possible.  If you don't know what I mean, look
          at my map.
  STEP 5: Go back into 2D mode.  Give each of the C-9's your special
          Hitag.  Now, the Lotag for the C-9's is up to you.  That determines
          how long it will be before the C-9 blows up.  You can have it happen
          right away, a long way away so the player walks up to the hole and has
          C-9 blown up in his face, or all three go at different times.  For now,
          just put 20 for the middle one, 40 for the left one, and 60 for the
          right one.  This makes a nice explosion, and is not bad for a 
          beginners hole.
  STEP 6: You're done!  Play the level!  In future hole designing, you
          might want to know this:
          1. You can have the crack shatter as many sectors as you want, just
          make sure they are of all equal Hitags.
          2. If you want a HUGE explosion that'll last about 10 seconds, fill
          the ENTIRE room with C-9, shrink them all, and give them your
          Hitag.  Set them all for different times, and watch it blow!  Set
          records for how long you can stay alive with C-9 blowing up in your
          face!
          3. Have JUST C-9 blow a hole by replacing the crack with a C-9
          sprite.  Make sure it's not on the wall, and KABOOM!
          4. Use KEXTRACT to extract the original levels, get ideas from them.

   4.58.1 Fixing The 'Texture Problem'
          Map Name: TXTREPRB.MAP
              Are you tired of having your textures re-align when you shoot a
              crack in a wall with a rocket?  For example, you have a wall and the
              texture for this wall is gray with a blue stripe in it.  You shoot
              a crack in the wall, and the textures above and below the crack
              re-align, causing the stripe to move either up or down, and making
              it look ugly.  To solve this problem, all you have to do is follow
              two easy steps.
      STEP 1: Create your hole sectors.  Align your textures so that they match up
              with the walls next to your hole.
      STEP 2: Press [O] in 3D mode on the wall.  Now when you shoot the crack in the
              wall in the game, the textures will not re-align and make it look ugly.
              Look at TXTREPRB.MAP for more help if you need it.

4.59 Making the Ceiling Blow Up (And Enemies Fall From the Sky!)
     Map Name: EXPCEIL.MAP
          This trick is probably one of the neatest there is, yet it is quite difficult 
          to make.  Just follow the instructions below, and you can make this effect.
  STEP 1: Make the sector that will blow up, and choose the appropriate textures.
          Make this sector look as if the explosion has already taken place (i.e. - the
          hole is already in the ceiling and the textures have been set accordingly).
          For now, give the sky a parallaxed texture and MAKE SURE THE SAME TEXTURE
          APPEARS AT LEAST ONCE MORE IN THE LEVEL!  If you don't, the parallax effect
          won't work right.
  STEP 2: Place a touchplate in any sector you want, EXCEPT the one that will blow
          up.  I'm not sure if there are problems, but don't do it.  Give the
          touchplate a hitag of 1 and any lotag you want.
  STEP 3: Make a small sector anywhere else on your map, but don't let it be connected
          to any other sector.  In this sector place a C-9 sprite (hitag=the same lotag
          value you gave the touchplate, lotag=0) and a Masterswitch sprite (hitag=0,
          lotag=Same number as the touchplates lotag).
  STEP 4: Place 2 sector effector sprites in the sector that will blow up.  Give one
          a lotag of 33 and a hitag of 0.  Give the other a lotag of 13 and a hitag
          equal to the touchplates lotag value.  Raise the SE with the lotag of 33 all
          the way up.  Raise the SE with the lotag of 13 to the height of the ceiling
          of the surrounding sector.
          If, in the game, your sectors don't match up ceiling heights (your blow up
          sector is either a little higher or lower than the surrounding sectors)
          press [C] on the sprite when it is as close to the surrounding ceilings
          height as possible.  In other words, get it as close to the surrounding
          sector's ceiling as possible, and then press [C] on the sprite.  If the
          ceiling actually gets lower in the game, just raise the sprite one more
          in BUILD.  For example, if a sprite is resting on the floor, and you press
          [C], the center of that sprite becomes the point that rests on the floor.
          If you do not understand, place a sprite on the floor in BUILD and press [C]
          when the cursor is over it (in 3D mode).  You'll see what happens.
  STEP 5: Place some Respawn sprites in the sector that will blow up and give them
          a lotag equal to the touchplates lotag, and a hitag equal to the number of
          the sprite you want to spawn.  Raise these all the way up to the sky.
  STEP 6: Place another Sector effector sprite in the blowing up sector and give it
          a hitag equal to the touchplates lotag and a lotag of 8.  This will make
          the sector become bright, simulating the effect of light coming in from
          above.  Leave this sprite on the floor (It doesn't really matter, but it
          saves you from having to raise it up any).  Make sure the surrounding sector
          AS WELL AS the blow up sector is darker than 0 (shade).  If it is not, you 
          won't see the light effect.  Leave the shade of the sprite 0.
  STEP 7: Place some C-9 sprites all over the sector that will blow up.  Give them a
          hitag equal to the touchplates lotag, and a lotag of any value you want (this
          is the delay for the C-9 to blow up).  Raise these to any height you want.
  STEP 8: You're all done!  Now play the game.  If it still doesn't work, just look at
          CEILING.MAP and pull it all apart.  It's not too hard to understand.

--------------------------
SECTORS THAT RISE AND FALL
--------------------------

4.60 Lifts
     Map Name: LIFTS.MAP
          There are four different kinds of lifts:

          1. Starts at top, comes down.  Ceiling stays put.
          2. Starts at bottom, rises up.  Ceiling stays put.
          3. Starts on top, floor and ceiling come down together.
          4. Starts on bottom, floor and ceiling rise up together.

          These are pretty easy to make.  I would guess you know how to arrange
          the sectors (if not, look at LIFTS.MAP).  Here's how you make the
          sector tags: (DO NOT MAKE SECTOR EFFECTORS, JUST USE H FOR FIRST #,
          T FOR SECOND #.)
          All Sector hitags are zero, so put the following #'s for lotags:

          1.  16 
          2.  17
          3.  18
          4.  19

          For sound effects, put a MUSIC&SFX sprite in the lift sector, and
          make the Hitag 73 and the Lotag 71.

4.61 Switch Operated Lifts
     Map Name: SWLIFTS.MAP
         To make lifts operable by switches only, place a switch on the
         wall somewhere, and place an Activator sprite in the elevator
         sector.  Give the switch any lotag you want to.  Now give the
         Activator the same lotag.  You're all done!  It is recommended
         that you place the switch outside the elevator, not in it.  I
         had several problems when putting a switch in the elevator, and
         I found that having the switch outside the elevator, works much
         much better.  Please see SWLIFTS.MAP for an example of where to
         put the switch at.  Also, using a dipswitch, which you can shoot,
         make it easier to operate also.

4.62 Locked Lifts
     Map Names: LOCKLIFT.MAP
         Lockable lifts do not activate unless they are unlocked,
         which makes for some pretty cool tricks and puzzles.

         To make a lockable lift, you first have to make a lift!  After
         you have it the way you want it, place an ActivatorLocked sprite
         in the lift sector and give it a unique lotag.  Place a switch
         somewhere in the level that will unlock this lift, and give it
         the same unique lotag.  That's all you need to do!  Take a look
         at LOCKLIFT.MAP if you still don't understand.

4.63 Elevator Transports
     Map Name: ELETRANS.MAP
          First, sorry I kinda copied 3D Realms' design for my map, put that
          was just simply the best way to make it. :)  Now, elevator transports
          transport you from one elevator to another, simulating rooms over
          rooms.  They're not perfect, as sometimes they jump a little when
          going down.  They're also hard to get perfect...but read on cuz here's
          the step-by-step:
  STEP 1: Make your elevators.  They must be the same EXACT size, shape,
          and the ceiling should be the EXACT distance from the floor.  Make
          your textures all EXACTLY the same (this is the hard part, takes
          awhile to get perfect).  You then should raise the ceiling of both
          elevator sectors and change the "shaft" texture, as well as lowering
          the floors of both to change the "shaft" textures.  This is important
          because if everything is not panned exactly as the other elevator,
          it will not look right at all.
  STEP 2: Add a sector effector sprite in both of the elevator sectors
          in the EXACT same spot.  Use grid to be sure.  (notice all of the
          exacts in this).  Give them a Lotag of 17, and give them both the
          same Hitag (doesn't matter, as long as it's the same).  Now, decide
          which elevator sector you will start on.  Change the shade of that
          elevator's sector effector (use ALT+S in 3D mode) to something darker
          than the other one.  I used 32.
  STEP 3: Give both the elevator sectors a SECTOR Lotag of 15.  Next,
          figure out the TOP floor that the elevator will transport to.  Give
          that floors elevator sector a Hitag of 1.  Try it!  If you still have
          trouble, look at ELETRANS.MAP for help if you need it.  

4.64 Destructible Buildings/Floor Lowering
     Map Name: BUILDBLO.MAP
          First, you must understand the following:
          To lower floors, use SE 13.  Apparently, SE 13, which is used
          to make blastable walls, is actually a floor lowerer.  But, without
          a GSPEED sprite applied to it, you don't see it lower the floor.
          Now, here's the step-by-step:
  STEP 1: Create the result of the building blowing up.  Put a
          SECTOR EFFECTOR, MASTERSWITCH, and GSPEED sprite in every sector
          that will be affected.
  STEP 2: Give the GSPEED sprite a Lotag of 64 (this is just how fast
          the building will blow, and seems to be standard speed.  Anything
          faster causes a VERY slow frame rate).  Give the SECTOR EFFECTOR
          a Lotag of 13, and a unique Hitag (make it up).  Give the MASTER
          SWITCH sprites a Lotag equal to the SECTOR EFFECTORs Hitag.  
  STEP 3: Put a switch or touchplate somewhere.  Give it a Lotag that
          is equal to the MASTERSWITCH sprite Lotags.

          Now, if you just wanted to have the floor lower, this would not
          work.  For some odd reason, you MUST have a C-9 sprite somewhere.
          What I do is make a room somewhere in the corner of my map.  I put
          2 sprites, a C-9 sprite and a MASTERSWITCH sprite.  The MASTERSWITCH
          sprites Lotag should be equal to the switches Lotag, and the C-9
          should have the same number as it's Hitag, but no Lotag.  

  STEP 4:  Now, the C-9.  Place C-9 wherever you want.  Keep in mind
          that wherever you place the C-9, at whatever height, that's where
          it will blow up.  Be creative with this fact along with timing!
  STEP 5: Give the C-9 a Hitag that is equal...to...guess...the...
          could it be...the switches Lotag.  The Lotag for the C-9 is the time
          delay before it explodes.
  STEP 6: Put a MASTERSWITCH sprite in EVERY sector that you put C-9 in.
          Give it the same Lotag as the switches Lotag.  You're done!

4.65 Crushers (Engine Pistons)
     Map Name: CRUSHERS.MAP
          These are like an engine piston.  The ceiling of these sectors come
          up and down and crush you.  To do this, set the sector's ceiling to
          how high it will go, and the floor to how low it will go (duh).  Put
          a SECTOR EFFECTOR in there and give it a Lotag of 25.  That's it!
          Now, my sector effectors are at different heights.  This signifies
          the start point.  

4.66 Explosion In Sector, Ceiling Comes Down
     Map Name: SHOTLOW.MAP
          This is a VERY simple procedure, and it's pretty cool.  What it does
          is when an explosion is heard in the sector, the ceiling comes 
          crashing down onto your head.  To do this, just put a sector effector
          in the sector you want.  Give it a Lotag of 19.  That's it!

4.67 Rotate/Rise Sector
     Map Name: ROTRISE.MAP
          This is easy.  Make the sector that will rotate and rise.  Put an
          activator, and a sector effector in that sector.  Now, put a
          switch or touchplate somewhere.  Give it a Lotag.  Give the
          activator the same Lotag as the switch.  Give the sector
          effector a Hitag that is equal to the switch's Lotag.  (Leave
          the Hitag alone)  Give the rotate-rise sector a Lotag of 30.
          Now, decide on a rotation point for the sector.  Put a sector
          effector there.  Give the sector effector a Lotag of 1, and a
          Hitag that is equal to the switch's Lotag.  Done!

4.68 Ceilings And Floors (Dropping)
     Map Name: DRFLRCLN.MAP
          The title says it all.  Drop floors and ceilings, all with one sector
          effector.  Here's how:
  STEP 1: Make the sector to be affected.  Give THAT sector a Lotag of
          28.
  STEP 2: Place 3 sprites in the sector: a sector effector, an activator,
          and a GSPEED.
  STEP 3: Decide what you want to drop.  If it is the floor, go to
          step 4F.  If the ceiling, go to 4C.
  STEP 4F: Change the angle of the sector effector sprite so that it
           points toward the bottom of the map.
  STEP 5F: Give the sector effector a Lotag of 21.  Make up a number
           and give it to the activator as a Lotag.  Give the GSPEED sprite
           a Lotag.  This sets the rate at which the floor drops.  I used 10.
  STEP 6F:  Lower the floor to where you want it to end up.  Raise the
            sector effector sprite to the start position of the floor.
  STEP 7F: Put a switch somewhere.  Give it the same Lotag as the
           activator.
  STEP 4C: Change the angle of the sector effector sprite so that it
           points toward the top of the map.
  STEP 5C: Give the sector effector a Lotag of 21.  Make up a number
           and give it to the activator as a Lotag.  Give the GSPEED sprite
           a Lotag.  This sets the rate at which the ceiling drops.  I used 10.
  STEP 6C: Raise the ceiling to where you want it to start.  Lower the
           sector effector sprite to the end position of the ceiling.
  STEP 7C: Put a switch somewhere.  Give it the same Lotag as the
           activator.

4.69 Incremental Rising and Falling Sectors (Plutonium Pak Required)
     Map Name: NONE
        This effect is commonly found in Duke-Tag levels, and is used to
        display the team score.  But this effect can be used in other ways
        as well, and basically is just a lift that rises or falls a certain
        amount every time a switch is flipped.
  STEP 1: Make the sector that will rise or fall when activated, and choose
          appropriate textures.
  STEP 2: Place a sector effector in this sector and give it a lotag of 18,
          and a hitag equal to the amount of units moved per activation.  So
          the hitag would be something like 2 or 3, making the lift rise or
          fall either 2 or 3 units per activation.  I'm pretty sure that
          this unit can be anything, but I'm not quite sure.  If the angle
          of this sprite is up, the floor will rise or fall, and if the
          angle is down, the ceiling will rise or fall.  Also, if the
          palette is 0, the sector will start at the preset BUILD height
          (whatever you raise or lower it to in BUILD).  If the palette is
          anything other than 0, the sector will start at the height of
          the sector-effector sprite in the pre-map loading.
  STEP 3: Place a switch nearby to activate this sector, and give it any
          lotag you want.
  STEP 4: Place an activator in the sector that will rise and fall, and give
          it the lotag that you gave the switch.  You're done!  If you do
          not understand, take a look at _se.map and look at the room that
          teleporter number 18 takes you to.  You'll see how it works.

-----------------------
MUSIC AND SOUND EFFECTS
-----------------------
4.70 Making Music and SFX Work
     Map Name: MUSICSFX.MAP
          Making music and sound effects work properly, is an art which takes a 
          little time to master.  Having ambient sounds around your level adds 
          a ton of realism to your level, and when properly used, it can form 
          a quite realistic setting.  It takes some use of math, so be prepared.
          The music and sound effects sprite can be used in three different ways:
      1.  Activation sound:
          When used in a sector with a lotag, it will play a sound when the sectors
          lotag function is activated (i.e. - A door opening).
            Lotag : Number of the sound you want to play
            Hitag : None
      2.  Ambient sound:
          When used in a sector without a lotag, it will play an ambient sound
          when the player walks near.
            Lotag : Number of the sound you want to play
            Hitag : Maximum distance that the sound can be heard from.  A hitag
                    of 1024 equals the largest grid square in BUILD.
      3.  Echo effect:
          When used in a sector with no lotag, it will cause all sounds to have
          an echo effect.
            Lotag : 1000 + the amount of echo (from 0-255, 0 being the least)
            Hitag : Maximum distance that the sound can be heard from.  A hitag
                    of 1024 equals the largest grid square in BUILD.

4.71 Adding Your Own Music and SFX
     Map Name: NONE
          Adding your own sound effects and music to your levels does NOT require you
          to make your own .GRP file.  It just takes the renaming of some files
          within your duke3d directory.
      1.  To add your own music, get the song that you want to play and make sure it
          is in the .mid (MIDI) format.  Change the name of the song you want to have
          played to dethtoll.mid.  When you enter the game, the music will be changed
          to whatever you have chose as the song to play.  To use another level's
          music, use kextract to extract that level's song (when in the level, press
          [F5] to get the name of the song).  Just make sure that the song you will
          be using is in the main Duke-3D directory.
      2.  To add your own sound effects, do the same as above, but change the name to
          any of the sound effects name.  For example, if I wanted to change a sound
          of Bart Simpson saying "Cowabunga dude!" and put it in place of Duke saying
          "Where is it?", I would rename the file of Bart talking, to whrsit05.voc.
          When I enter the level and press space on the wall, you will hear Bart
          saying his line, rather than Duke saying "Where is it?".  You just have to
          make sure that the sound you will be using, is in the main Duke-3D
          directory, or it will not work.  The sound should also either be in .VOC or
          .WAV format before converting.

4.72 Echo
     Map Name: ECHO.MAP
          To make an echo in a sector, simply place a MUSICANDSFX sprite (#5)
          in the sector.  Give it a Hitag of how far away the shot has to be
          to be echoed, and a Lotag of how much it will echo.

4.73 Making Phones Ring
     Map Name: PHONE.MAP
          Making telephones ring requires some work to accomplish, but it is 
          not very hard at all.  All it requires is a switch!
  STEP 1: Make your phone sector.  Give this sector the appropriate textures.  
          MAKE SURE YOU ARE MAKING A SECTOR, NOT A SPRITE!
  STEP 2: Place a sprite onto the front of the telephone.  Give this sprite a lotag
          of 174, and give it a unique hitag (make sure it's not 0).  Make this sprite
          a switch (#132), and size the switch to the size of the front of the phone.
  STEP 3: Make the sprite 1-sided by pressing [1] on it.  Now rotate the sprite
          (using the < and > keys) so that you cannot see the sprite when you look 
          at the phone.  You're all done!  Look at the map in case you don't 
          understand.

--------------------
WORKING WITH SPRITES
--------------------

4.74 Working With Sprites
     Map Name: NONE
         Sprites are a pretty basic to master, and they are what basically makes up
         the level.  I have had several questions concerning sprites and how to make
         certain things, and hopefully this section will clear things up.

         To place a sprite, just press [S].  You can do this either in 2D or 3D modes,
         but 2D is preferred, as you can work with a grid.  Enter 3D mode and change
         the sprite by pressing the [V] key on it twice.  Select the sprite you want
         to use, and press [ENTER].  You're done!  Pretty simple, huh?

         Use sprites to make water fountains, viewscreens, cracks, etc.  Water
         fountains need no special tags to make them work.  Just put a water
         fountain sprite in your level, and it's ready to go!

   4.74.1  A list of commonly used sprites
             Some sprites are used more than others, and they can create certain
             effects.  A list of the sprite name and number are below.

           End Button                         142
           Viewscreen                         502
           Cracks 1-4                         546-549
           Water Fountain                     563
           Toilet                             569
           Stall                              571
           Vent Cover                         595
           Camera                             621
           Fire Extinguisher                  916
           Fire Hydrant                       981
           C-9 Canister                      1247
           DukeMatch/Co-op Player Start      1405

4.75 Security Cameras
     Map Name: CAMERA.MAP
          Major improvements here:
          OK, place a camera and a viewscreen.  Give your first camera a
          Lotag.  Give the same number as the viewscreens Hitag.  For 
          multiple cameras linked to one view screen, just give all the
          cameras the same Lotag. (ex: Cameras A and B are linked to viewscreen
          A, so the cameras get a Lotag of 1, the view screen gets a Hitag of 1.)
          Notes on cameras:
          1.) The angle of the camera sprite is the angle it will point.
          2.) To make cameras pan, give them a Hitag.  220 is recommended.
              If the camera seems to be swinging way too far one way, try changing
              the angle.
          3.) To change how far the camera looks up or down, change the shade
              of the camera itself.  A bright shade (negative number) for the shade, 
              will make the camera look down.  But a dark shade (positive number)
              makes the camera look up.  You can change the shade by pressing
              the ['] and [S] keys in 3D mode.  I have found that the only way
              to enter a negative number for the camera, is to press the [+] key
              on the numberpad the amount of times your number should be.  In other
              words, if you want to enter -20 for the shade, you will have to press
              [+] key on the number pad 20 times.  If you own the Atomic Edition
              of Duke 3D, you can press the [-] key and then type in a number,
              manually entering a negative number.

4.76 Vents
     Map Name: NONE
          Now, there's been some wrong info here in the past, but this is
          the REAL way. :)
          Make your two sectors.  One will be the vent itself, one will be
          the outside room that you will enter the vent from.  Make the
          entrance to the vent look like an entrance.  Next, glue the vent
          texture to the wall above the opening.  What I mean by "glue" it
          is that it should be on the wall, and not turn with you.  To do
          this, go into 3D mode, point to the wall, and press 'S'.  Change
          the sprite to a vent texture.  Next, size down the vent (4, 5, 8
          and 2 keys on the numberpad in 3D mode).  Point to the vent sprite
          in 3D mode and press the '1' key.  Go into 2D mode.  Point to the 
          vent sprite.  Press the 'B' key to make it block you from entering, 
          and press CTRL+H to make it breakable.  That's it!

4.77 Collapsible Bridges/Bridges
     Map Name: BRIDGE.MAP
          Bridges, despite what you might think, are extremely easy.  A 
          bridge is actually a sprite.  (Check BRIDGE.MAP for sprite #)
          To make the bridge collapsible, like in E1L1, give the bridge
          sprite a Hitag.  It doesn't matter what number, as long as it
          is unique to that bridge.
          NOTE: You may have to use the 'R' key on the bridge sprite to
          get it the way you want it.

4.78 Demo Cameras
          To make a camera in your level that will play back demos after
          they are recorded, put a sector effector somewhere (preferably
          where you want the camera :)  ).  Give it a Lotag of 27.  The
          Hitag is how far the camera can see.  Experiment a bit.

4.79 Spawning Stuff
     Map Name: NONE
          This section will cover three things:  CANWITHSOMETHING's, killing
          stuff and something else comes up (i.e. kill a dancer and a monster
          comes) and touchplates to make monsters come up. (i.e. in E3L1, when
          you step on the shaded sector on the top of the building, a monster
          pops up out of nowhere)
       1: CANWITHSOMETHING's are the garbage cans that when you "kill" them
          something pops out of it.  To make something come out, get the sprite
          number of what you want to pop out.  Give the can a Lotag of the
          sprite you want to come out.  Done!
       2: Kill something, something comes up.  This is used for stuff
          like when you kill a dancer, a monster gets up and tries to kill you.
          What you have to do is this:
  STEP 1: Put a dancer somewhere.
  STEP 2: Put a RESPAWN sprite where you want the monster to appear
          after you've killed the dancer.
  STEP 3: Give the dancer a Hitag.  Doesn't matter what, as long as
          it's the not the same as other dancers.  
  STEP 4: Give the respawn sprite a Lotag.  This # should be the same 
          as the Hitag you gave the dancer.
  STEP 5: Give the respawn sprite a Hitag.  Make it the # of the sprite
          you want to appear when you kill the dancer.  That's it!
       3: Touchplate/switch Respawns
          First, put a switch or a touchplate somewhere.  Give it a Lotag.  The
          Hitag of the switch or touchplate is how many times it will work.
          Next, put a respawn somewhere.  Give it the same Lotag as the switch/
          touchplate.  Give the respawn a Hitag equal to the sprite number you
          want to spawn up.

4.80 Active Tripbombs
     Map Name: NONE
          If you don't already know how to do this, active tripbombs are
          sprite #2566.  You might have to size it down a bit.  It should be
          noted that the tripbomb does not arm until it 'sees' you.  So place
          it in a place where it can easily 'see' the player.

4.81 Making the Mini-boss
     Map Name: NONE
          Tired of killing the episode 1 boss and getting the end-sequence for 
          Episode 1?  Well, all you have to do is make a mini-boss out of him!  
          No end-sequence!  To make a mini-boss out of the Episode 1 boss (he 
          shoots the mortars) just place a sprite, change it into the Episode 
          1 boss (#2630), and give him the palette number 21 (ALT+P in 3D mode).  
          To spawn a mini-boss, just give the respawn sprite a hitag of 2630, a 
          lotag equal to the lotag of the touchplate that activates it, and change 
          the palette to 21.  This does not work on the second and third episode 
          bosses, as they will only have 1 health point and will die with one shot.

4.82 Exploding Helicopter/Car
     Map Name: NONE
          To make the exploding helicopter or exploding car that spiral out
          of control and blow up, just place a sprite where you want the car
          to be, angle it to where you want it to travel, and change it to 
          either 1346 (Helicopter) or 2491 (Duke's space car).  Make sure 
          that the car has enough distance for it to fly before it crashes. 
          If there isn't, it will just slide down the wall before it 
          explodes.

4.83 Cranes
     Map Name: CRANE.MAP
          Making the cranes that are in Level 4 of Episode 1, are actually quite
          easy.  All it requires is the placement of some sprites.  Look at the
          map if you still don't understand.
  STEP 1: Make a sector that the crane will travel down.  Give it appropriate
          textures.
  STEP 2: Make one smaller sector at the end of the long sector.  Look at the
          map if you still don't understand.  This is where you will get picked
          up.
  STEP 3: Place a sprite in the sector from step 1 where the crane will stay when at 
          rest.  This is usually somewhere near the end of this sector.  Change
          the sprite to #1222, which is the crane.  Raise this sprite to the ceiling
          height.
  STEP 4: Place a sprite in the other, smaller sector, where the crane will drop
          things after it has picked them up.  Change this sprite to #1221, which
          is the cranepole.  Make sure it stays on the ground.
  STEP 5: You are now finished!  When you walk into the smaller sector, the crane 
          will travel down the long sector, pick you up, drop you off where it 
          started, and go back to its state of rest; as long as nothing else is 
          waiting to get picked up.

------------------------
MULTIPLAYER LEVEL MAKING
------------------------

4.84 Dukematch\Co-op Starting Positions
          To make co-op and Dukematch starting points, put a Duke sprite (his
          initial frame) in your level.  That would be a Dukematch start.  To
          make a co-op start, give Duke's sprite a Lotag of 1.  Co-op starts
          should all be at the beginning, with the player 1 start.  Dukematch
          starts should be where no player is at an advantage, i.e. near a
          good weapon, etc.

4.85 Making Items Appear ONLY In Multiplayer
     Map Name: NONE
          To make an object appear only in Dukematch or Co-op play, go into
          3D Mode.  Point to the sprite with the cursor and hit the RALT+P
          keys.  (This is to change the palette)  Type in '1' to make the
          object "Dukematch-only".  That's it!

4.86 Making Duke TAG Levels
     Map Name: NONE
         I'm not going to explain how to make an entire level here, as that
         would take too long to write, and you wouldn't want to read that
         much.  I will, however, explain how to make the basic elements that
         are included in a Duke Tag level.

         Starting Off
         ------------
         To separate a Duke-TAG game from a regular Multiplayer game, you need
         to place a switch at the beginning of the level.  Give it a palette
         number of 1, and give it a unique lotag.

         Beginning doors
         ---------------
         After you flip the switch, hidden doors should raise, giving access to
         two sides.  One side has two teleporters to somewhere in the level, and
         it will be called the BROWN side.  The other also has two teleporters
         to somewhere in the level, and it is called the GREEN side.  To make
         the doors, create two door sectors, give them a sector lotag of 20,
         place a Masterswitch sprite in the sector (giving it the lotag you gave
         the switch at the beginning), and you can optionally place a Music and
         Sound Effects sprite in the door.

         Scoring
         -------
         Scoring is done by incrementing the scoreboard.  To score, the player
         must go through a teleporter at the end of the level, which brings
         the player back to the beginning of the level, and increases their
         team's score by 1.  The trick here is that the teleporter has nothing
         to do with the scoring process.  It's the sector before the teleporter
         that sets the score.  This sector requires a touchplate, with a hitag
         of 0, and a lotag of your choice.  The level author should make sure 
         that the player does not have a chance at jumping over this sector,
         and that the player cannot trip the touchplate more than once on any
         pass through the sector.  In other words, the player *MUST* be able to
         score, and they *MUST* be able to score *ONLY* once.

         The Scoreboard
         --------------
         The scoreboard is nothing but an incremental lift sector.  There
         should be a sector in front of this incremental sector, so that
         it does not appear in Multiplayer, but only in Duke Tag.  In this
         frontal sector, you will need a Masterswitch sprite, with a lotag
         equal to the lotag you gave the switch at the very beginning, and
         you will need a sector effector, with a lotag of 32.  The sector
         effector should be pointing down in 2D mode, and the sector itself
         should be set to what it will look like when you *CAN* see the
         scoreboard.  Now for the scoreboard sector.  You will need an
         Activator sprite (with a lotag equal to the touchplate's lotag in
         the SCORING section above), and a sector effector sprite (with a
         lotag of 18, and a hitag of whatever you need.  This hitag is how
         many units are moved per activation, with one unit being one
         [PGUP] or [PGDN] in BUILD).

-------------
MISCELLANEOUS
-------------

4.87 Glass
     Map Name: GLASS.MAP
         Glass is very easy to make, you just have to know exactly what
         to do.

  STEP 1: Make the rooms and windows to your liking.  An example room with
          window is shown below:

          +---------------+
          |               |
          |               +--+--+
          |               R  X  |
          |               R  X  |
          |               +--+--+
          |               |
          +---------------+

  STEP 2: The wall made of "R's" above is a regular red line.  The line
          made of "X's" is a regular red line as well, but this is where
          we will put the glass.
  STEP 3: Enter 3D Mode.  Press the [M] key at the general location of the
          line of "X's" (make sure you press it on the floor or ceiling).
          Now press the [V] key on the ugly texture that pops up.  Press the
          [V] key again, and scroll down to texture number 503.  This is the
          general texture used for transparent glass.
  STEP 4: Press the [H] key, and the [B] key on the glass in 3D mode.  This
          makes the glass impossible to walk through, and it makes the
          glass breakable.
  STEP 5: You now can press the [T] key on the glass if you wish, which will
          make the glass transparent.  There are three levels of transparency:
          Level 1 - Not very transparent
          Level 2 - A small amount of transparency
          Level 3 - The highest amount of transparency

          You are now all done!  Take a look at GLASS.MAP if you still
          do not understand.

4.88 Secret Areas
     Map Name: NONE
          To make a secret area, give the sector a Lotag of '32767'.

4.89 Shooters
     Map Name: SHOOTERS.MAP
          I couldn't think of a better name for it, so this section is called
          shooters.  You know, things that shoot shrinkers, mortars, lasers,
          etc.  Here's how to do it:
  STEP 1: Make your sector that the shot will come from.  Make it
          look nice.
  STEP 2: In that sector, put a Sector Effector sprite, a GSPEED sprite,
          and a MASTERSWITCH sprite.
  STEP 3: You MUST have a switch turn the shooter on, so put a switch
          somewhere.
  STEP 4: Give the switch and the MASTERSWITCH sprite a unique Lotag.
          Give the MASTERSWITCH sprite a Hitag of 50.
  STEP 5: Place the sector effector where you want the shot to come
          from, and angle it to where it will shoot. (The rockets and lasers
          aim themselves, but do it anyway, or they just crash into a wall).
          Give the sector effector a Lotag of 36.
  STEP 6: Now, to decide what to shoot.  Do this by giving the GSPEED
          sprite one of the following Lotags:
          1636 = Lizard Goobs
          1625 = Alien Lasers
          1650 = Mortars (Like the first boss throws)
          2605 = Rockets
          2556 = Shrinkers
          You've made a shooter!  If you don't understand, look at SHOOTERS.MAP.

4.90 Difficulty Settings
     Map Name: NONE
          This is quite easy to do.  Just give monsters Lotags:
          2: Skill level 2
          3: Skill level 3&4 (Skill 4 just makes them respawn)

4.91 Making Signs Fall When Shot
     Map Name: NONE
          To make a sign fall to the ground when shot (like the 'No parking' sign
          in Episode 1, Level 1) give your sign (sprite) a hitag.  Anything should
          do.  When an explosion goes off near the sign, it will disappear and
          debris will scatter.

4.92 Lightning and Thunder (Plutonium Pak Required)
     Map Name: NONE
        Lightning is one of the cooler effects that is included in the Plutonium
        Pak.  This effect is extremely easy to make, provided that you follow
        these two steps.
  STEP 1: Place the lightning sprite (# 4890) in an outside area, and give
          it a unique hitag.  The cloudy sky is preferable for the sky
          texture.
  STEP 2: Place a sector-effector sprite in every sector that contains a
          lightning bolt sprite, and give it a lotag of 28, and a hitag the
          same as the lightning hitag.  You're done!

4.93 Making Rain
     Map Name: NONE
        Making Rain is a very easy thing to do.  All you need to do is place
        dripping sprites (#660) where you want them to be, and raise them to the
        ceiling of the sector they are in.  If you own the Plutonium Pak,
        a music and sound effects sprite with a lotag of 358, and a hitag
        of the distance the sound should be heard, will create the sound of
        rain.  Give the drops a palette number of 13.

4.94 Forcing Duke To Start Weaponless
     Map Name: NONE
        To make Duke start a level without any weapons or ammo, simply place
        the HURTRAIL texture on the floor under the start position.  The
        tile number for this texture is #859.  When you enter the level, you
        will no longer have any ammunition or weapons!

======================
5: GENERAL INFORMATION
======================
5.1 Palette List
      This is a list of all of the palette numbers and their uses.  Palettes
      affect 3 different things (I'll use the stripper for an example 
      because that's the most used for palette change): The background (skin)
      the foreground (suit) and fore-foreground (just a name I made up) 
      affects stuff like money, accessories, etc.

        0 Normal
        1 This can make a sprite Multi-player only, also a light color.
        2 Everything is red.  Most often used as a light color.
        3 Normal on sprites, but if applied to a SE 7 that will transport
          underwater, you will swim in muck instead of water.  Also, set this
          to the floor and ceiling of a BIGORBIT parallax ceiling and/or
          floor, and you won't die when you enter the sector.
        4 Everything is solid black
        5 Normal
        6 Night vision look (you wouldn't normally use this, it's for the game
          to designate night vision.  You could use it, though.)
        7 Everything has a greenish-yellow tint.  Can be used for yellow lights.
        8 Everything is light green.
        9 Normal.
        10 Foreground is red.             
        11 Foreground is light green.
        12 Foreground is light gray.
        13 Foreground is dark gray.
        14 Foreground is dark green.
        15 Foreground is brown.
        16 Foreground is dark blue.
        17 Background blue, foreground green.
        18 Same as 11. 
        19 Background red, foreground gray.
        20 Background blue, foreground gray.
        21 This does a bunch of things.  On most, turns foreground red.  BUT,
           use this palette to change a regular boss to a mini-boss (doesn't end
           game if killed) or to make a (lemme get my manual out, here...oh yeah...)
           an assault trooper an assault captain.
        22 Foreground is light gray
        23 Foreground is yellow.
        24 Normal.
        25 Fore-foreground is red.

5.2 Facts On Dimensions
        This was taken from the Apogee message base, and was written by
        Per-Erik Nilsson (perni@lysator.liu.se).  Everything is measured
        in units up how many times you press the PGUP/PGDOWN keys.  For the
        shooting ones, aim up/down was not used.

        Measure                                 Duke Standing   Duke Ducking

        Min. height for Duke to enter a sector        11*           6
        Max. height that Duke can walk onto            3            0
        Max. height of floor Duke can shoot above      8(9)**       3(4)** 
        Min. height of ceiling Duke can shoot below   10(9)**       5(4)**
        Same as above but using RPG                   11            6
        Max height of floor Duke can jump on to       20            0
        Min. height of wall to place tripbomb on      10            4

        * Duke can also enter sectors with a height of 10, but he will
        automatically duck.
        ** Second number is when only some of the shots will get past


5.3 Sound List
      A sound list can be found in the ZIP file that this FAQ came in, under
      the filename sfxlst12.zip.  This file was put together by Mats Blixt
      and is tremendously better than the one previously included with this
      FAQ!  It is listed in order of the tags of the sounds (from 1 to
      whatever the last one is), and includes the .VOC name, a description
      of the sound, and the name used by DEFS.CON.  This SFX list will be
      updated in the future, and will include a list of sounds by category
      (doors, duke talk, etc.) as well as the list by tag numbers.

5.4 Quick SE Number List
        0: Rotate sector
        1: Rotate point for SE 0
        2: Earthquake
        3: Random lights after shot out
        4: Random lights
        5: Reserved
        6: Subway engine
        7: Transport
        8: Up open door lights
        9: Down open door lights
        10: Door auto close (set Hitag to delay)
        11: Swinging Door
        12: Light switch
        13: Hole maker, floor lowerer
        14: Subway car
        15: Sliding door (ST 25)
        16: Reserved
        17: Elevator transport (ST 15)
        18: Incremental sector rise/fall (PPAK only)
        19: Lower ceiling when explosion hits sector
        20: Stretch sector (ST 27)
        21: Drop floor (ST 28)
        22: Prong for teeth doors
        23: One way teleporter exit (PPAK only)
        24: Conveyor belt of water current
        25: Crusher
        26: Reserved
        27: Camera for playback
        28: Lightning Bolt Engine (PPAK only)
        29: Float sector
        30: 2 way train (ST 31)
        31: Floor rise
        32: Ceiling lower
        33: Jibs for earthquakes
        34: Shooter

5.5 Quick Sector Tag Guide
        1: On top of water
        2: Underwater
        9: Sliding Star Trek door
        15: Elevator transport (SE 17)
        16: Elevator platform down
        17: Elevator platform up
        18: Elevator down
        19: Elevator up
        20: DOOM-door
        21: Down door
        22: Split from middle door
        23: Swing door
        25: Sliding door
        26: Splitting Star Trek door
        27: Stretch sector (SE 21)
        28: Drop floor (SE 21)
        29: Teeth door prong (SE 22)
        30: Rotate-rise sector
        31: 2-way train
        10+: Play sound when player walks on sector (+ is sound #)
        32767: Secret room
        65535: End level

5.6 Hints And Tips
        1. Use lots of sprites.  Sprites are what levels revolve around.
           You can't make a cool looking level without them.
        2. Use shading.  Lots of it.  It makes for some cool effects.
        3. Don't let two mirrors "see" each other.  It causes problems.
        4.   "    "   "     demo cameras "see" each other.  It causes
           problems.
        5. SAVE _>VERY<_ often.  BUILD crashes, especially when running it
           through Win 95.  Save every 2-3 minutes.  You'll get into the habit.
        6. DON'T run BUILD through Win 95.  It makes it crash more often.
        7. Make surprises.  For example, have a player walk on a touchplate
           sector.  Have an alien spawn up in front of him.  Or, time explosions
           just right so that when a player blows something up, and walks over
           to get an item of something, a C-9 blows up in their face.
        8. Unless you REALLY want to, don't waste time setting difficulty
           settings.  People don't really use them anyway.
        9. Look at the original levels and other levels for ideas.
        10. Think like you want to kill the player!

5.7  List of Official Levels
      This information comes from the file Dukelvls.txt.
       For the curious, here is a listing of all the official levels in
       Duke Nukem 3D, and who designed them.

       AB - Allen H Blum III
       LL - Richard Bailey Gray (The Levelord)
       RP - Randall Pitchford II
       KS - Keith Schuler
       GB - George Broussard

       Episode 1:
       ----------
       1. AB - Hollywood Holocaust
       2. AB - Red Light District
       3. AB - Death Row
       4. AB - Toxic Dump (Secret Exit to Launch Facility)
       5. LL - The Abyss
       6. AB - Launch Facility (Secret Level)
       7. AB - Faces of Death (Dukematch Only level)
       8. AB - Dukematch Level 1 (Dukematch Only level)

       Episode 2:
       ----------
       1. AB - Moonbase
       2. LL - Incubator
       3. LL - Warp Factor
       4. AB - Fusion Station
       5. AB - Occupied Territory (secret exit to Spin Cycle)
       6. AB - Tiberius Station
       7. AB - Lunar Reactor
       8. AB - Dark Side (secret exit to Lunatic Fringe)
       9. AB - Overlord
       10. LL - Spin Cycle (secret level)
       11. LL - Lunatic Fringe (secret level)

       Episode 3:
       ----------
       1. LL - Raw Meat
       2. LL - Bank Roll
       3. LL - Flood Zone
       4. LL - L.A. Rumble
       5. LL - Movie Set (secret exit to Tier Drops)
       6. LL - Rabid Transit
       7. LL - Fahrenheit
       8. LL - Hotel Hell (secret exit to Freeway)
       9. AB - Stadium
       10. LL - Tier Drops (secret level)
       11. AB - Freeway (secret level)

       Episode 4:
       ----------
       1. RP - It's Impossible
       2. AB - Duke Burger
       3. GB - Shop N Bag
       4. AB - Babe Land
       5. RP - Pigsty
       6. ?? - Going Postal (was not in DUKELVLS.TXT)
       7. KS - XXX Stacy
       8. KS - Critical Mass
       9. AB - Derelict
       10. RP - The Queen
       11. RP - Area 51


       Other:
       ------
       AB - _se.map    (Sector Effector Demo Map)
       AB - _st.map    (Sector Tag Demo Map)
       AB - _zoo.map   (Zoo Map)

5.8 List of Cheats
      The following is a list of all cheats in Duke:

      DNCORNHOLIO  - Toggles god mode
      DNKROZ       - Also toggles god mode
      DNSTUFF      - Gives you all weapons, inventory, and keys
      DNITEMS      - Gives you all keys, inventory, and full armor
      DNINVENTORY  - Gives you all inventory
      DNWEAPONS    - Gives you all weapons
      DNKEYS       - Gives you all keys
      DNHYPER      - Gives you steroids
      DNSCOTTY###  - Warps to a level (the first is for episode, the last two are
                     for level number.  DNKROZ 203 takes you to episode 2, level 3)
      DNMONSTERS   - Toggles monsters
      DNCASHMAN    - When the spacebar is pressed, money is thrown out
      DNVIEW       - Same as hitting F7 (also displays message saying "You're too
                     good to be cheating!")
      DNRATE       - Shows the Frames per second (FPS)
      DNDEBUG      - Shows some debugging information
      DNSKILL#     - Changes the skill level to whatever you input for #
      DNBETA       - Displays the message "Pirates Suck!"
      DNTODD       - Displays the message "Register Cosmo"
      DNALLEN      - Displays the message "Buy Major Stryker"
      DNCOORDS     - Displays your coordinates
      DNSHOWMAP    - Displays the entire map
      DNCLIP       - Toggles Clipping Mode (if you walk into empty space, you die)
                     In versions 1.4/1.5, walking into empty space will not kill you.
      DNUNLOCK     - Unlocks all doors and opens those that are not locked.

5.9 List of Secret Messages in the Game
      Throughout the game are scattered messages and hidden phrases that must
      either be viewed with night vision goggles, or viewed while very close.
      Below is a list of all the messages I have found, and some notes 
      associated with them.  Can you find all of them?

      Episode 1
      ---------
      Level 1 - 867-5309 (from the 80's song 'Jenny, Jenny')
                Stryker Metronet.com
      Level 3 - Behind the babe (clue to exit)
      Level 4 - How did you get here?
      Level 5 - Go with the flow
                Dopefish Lives
                You're not supposed to be here - Levelord
                SUYT (?????)

      Episode 2
      ---------
      Level 1 - U.S.S. Framerate (Hint: Can only be seen in Build)
      Level 2 - 1138 (Not the numbers in the viewscreen.  These are somewhere
                else)
      Level 3 - Blum Bed Co. (This one is kind of hard to find!)
      Level 7 - Bite Me! (This is another hard one!)
      Level 8 - Jump in the monolith (This one is easy!)

      Episode 3
      ---------
      Level 1 - Push her button (Clue to secret)
                Push Me (Clue to secret)
                No one should be here - Levelord
      Level 3 - The crack below (Clue to secret)
                Annal Ooothrick (?????)
      Level 4 - Under the Knife (Clue to secret)
                You're not supposed to be here... either - Levelord
      Level 5 - Push the register not the snacks (Clue to secret)
                Jump at the Earth (Clue to secret)
      Level 6 - Telltale Footprints (Clue to secret and to a bad guy)
      Level 7 - Blast the bottles (Clue to secret)
      Level 8 - Check the Vintage (Look it up if you don't know what it means)
                Behind the Fountain (clue to secret area)
                Duke was here 2017 (VERY HARD TO FIND!!!  In fact, it is only 
                readable in BUILD, as the message was run together and forgot
                about.)

5.10 List of BUILD Keys
      A list of BUILD keys (both 2D mode and 3D mode) has been included with 
      this ZIP file.  The name of the list is BUILDKEY.TXT.  This file 
      contains a list for all of the commands in both 2D and 3D modes in 
      BUILD.

5.11 List of Editart Keys
       A list of Editart keys has been included with this file, and it is
       under the name artkey10.zip.

5.12 Neat Tips and Tricks
      There are some very interesting tips and tricks that can be pulled off 
      with the power of the BUILD engine (and sometimes using bugs too!).
      Below is a list of some tricks that you can do to make an interesting 
      level.

  1.  Clouds - To make a sky that looks as if has white clouds floating 
               around in it, select any tile from #1083-1087.  Parallax the 
               sky, and give the sky a palette number of 1.  You have a blue 
               sky and clouds!  The following palette numbers also work:
                5-Brown sky\White-brown clouds
                7-Yellow clouds\Gray sky
               13-Dark Gray sky (perfect for rainy conditions)
               14-Green sky
               24-Light Gray sky (perfect for overcast)
  2.  Blue Sky (No clouds) - To make a blue sky, select tile #199 for the
                             ceiling, and parallax it
  3.  Ghost Enemies - Just make the enemy sprite transparent (press [T] in 3D
                      mode)
  4.  Use Ambiance SFX - If you have a fire somewhere, place a Music and SFX
                         sprite near the flame and give it the fire sound 
                         tag (lotag= 194, hitag= how far you can hear this 
                         sound)

========================
6: QUESTIONS AND ANSWERS
========================
      This section is basically a set of basic questions and answers that often
      get asked.  If you are having problems with something, look here for the
      answer.  If you don't find it, please leave a message at Elitegames asking
      what you want to know, and I will see if I can help you.

     Q: My subway is going crazy!  It shoots rockets at me!  Help!
     A: The only way to get a subway to stop firing rockets is to
        take the parallaxing off of the ceiling of the subway.  

     Q: When I go into 3D mode, my screen gets all screwed up!
     A: OK, people on #dukeedit, #duke3d, and others on the Elitegames
        message base are tired of people asking this question.  It has
        been asked SO many times, and we're getting tired of it.  The
        answer has been posted SOOOOO many times, so PLEASE don't ask this
        on IRC, message bases, or email.  The answer to this question is
        that YOU HAVE TO MOVE ALL OF THE BUILD FILES TO YOUR DUKE3D DIRECTORY.

     Q: How do I change the direction of a sprite?
     A: Go into 2D mode.  Point at the sprite and use the < and > keys
        to move the little tail.

     Q: BUILD keeps locking up!  Help!
     A: Well, it really is a shame that 3DRealms made an editor and won't
        support it.  But, the cause of this problem depends on where it
        is happening.  If you are scrolling textures when it locks up,
        it's usually caused by your hard disk.  You probably have a low-end
        piece of crap like Maxtor or Packard Bell.  Get a new hard drive is
        the only solution.  If it's anything else (like deleting sectors, etc.)
        all I can suggest is save once a minute.  This sounds ridiculous, but
        you, like me, will get used to it. (I have a maxtor hard drive :()

     Q: BUILD sucks.  Is there another editor available?
     A: No, not currently.  Sorry.

     Q: I'm having lots of trouble with something.  Where else can I go for
        help?
     A: Go to the Elitegames Forum Section at www.elitegames.com/duke3d.
        Click on the "NEED HELP" button, then click on the "FORUMS" button,
        and then on the BUILD help forum link.

     Q: How do I set difficulty levels?
     A: See section 4.39.

     Q: How do I make that cool lighting effect that looks like rippling 
        water?
     A: You don't, at least not as a lighting effect anyway.  You put
        a certain texture on the wall.  The number is #853.

     Q: How do I place a sector effector?
     A: A sector effector is a sprite.  Go into 2D mode.  Place a sprite
        somewhere (press the 'S' key).  Go into 3D mode.  Point to the sprite
        you created, and press 'V'.  Change it to sprite #1, the sector 
        effector.  Add appropriate tags.

     Q: What's the difference between pink and blue sprites?
     A: Pink sprites block you from going through, blue ones do not. You
        can toggle this in 2D mode by pressing 'B' while pointing at the sprite.

     Q: How can I make it so that my door frame doesn't go up and down
        with my door?
     A: Press the 'O' key in 3D mode while pointing at the door frame.

==============================
7: UTILITIES FOR DUKE NUKEM 3D
==============================
        The Utilities described in this chapter will allow you to change DUKE and
        make your own art, maps, convert DOOM art and maps to DUKE, and extract
        art and maps from the DUKE3D.GRP file.

7.1 Editart
        Editart can be found on the Duke Nukem 3D CD under the /GOODIES/BUILD
        directory.  Editart must be installed into your Duke Nukem 3D directory
        and the Tiles000.art-Tiles014.art must be extracted from the Duke3d.grp
        file using Kextract (see section 7.3 for more information).  But be warned,
        the .art files when extracted take up almost 15 megabytes of hard-disk
        space!  So if you don't have the disk-space to extract them, don't!
        The art files in the Plutonium Pak are almost 20 megabytes of space,
        so make sure when extracting them that you have enough disk space!

  7.1.1 Editing Your Own Tiles
        At first, Editart can seem to be quite impossible to understand, and
        quite confusing to navigate around in.  But after some use with it, you
        will find that it is quite easy to use.  For a list of the keys for Editart
        look in the file that came in the /GOODIES/BUILD directory called 
        BUILDHLP.exe.  It contains some VERY useful information on what keys do
        what and how to do certain things in parts of the program.

        To make your own tiles, extract tiles014.art from the DUKE3D.GRP file (see
        section 7.3 for more information on how to do this).  If you have the disk-
        space, I would suggest extracting all of the .art files.  Then, if you want to
        change an existing tile, you can do it with ease.

        Editing Existing Tiles
        ----------------------
        To edit an existing tile, extract the .art file that contains the tile you want
        to edit.  Once you have done this, start up Editart and go to the tile you want
        to change.  You can do this by either pressing [G] and entering the number of
        the tile, pressing [PGUP] or [PGDN] to get to your tile, or by pressing [V] and
        choosing the tile you want to edit by means of a tile selection screen (just
        like in BUILD).  Once the tile you want to change has been selected, you can
        press [F12] to take a screenshot of the tile, or you can edit it within Editart
        itself.  
      * If you choose to take a screenshot:
        Edit the tile in your favorite painting program, save it, enter Editart once
        again, select the tile you edited, press [U], select the file you saved your
        tile as (.pcx or .bmp only I think) and select the tile with the mouse and 
        press [Enter].  The tile will now be updated with your new artwork.
      * If you choose to edit the tile in Editart:
        Select the tile to be edited.  Edit the tile to your liking (please look at
        BUILDHLP.EXE for the keys to Editart).  Now when you change tiles, it will
        ask you if you want to save the current tile.  If you like your changes, press
        [Y], but if you do not want to save your work, press [N].

        Editing Your Own Tiles
        ----------------------
        To make your own tiles, you must extract tiles014.art from the DUKE3D.GRP file.
        Once you have done so, find the tile which says USER ART on it (Press [V] to
        get a list of tiles, just like in BUILD).  You may select any of the blank 
        slots after this tile to make your own tiles.  The User Art section begins with
        tile number 3584.  If you are using another program to make your tiles, you 
        must follow a certain procedure.  Enter Editart, go to the USER ART section, 
        and select a blank tile.  Now you must press [S] to re-size this tile.  It is
        currently set at 0,0.  You must know EXACTLY how large the tile you are
        editing is.  So if our tile was 90 pixels by 100 pixels, we would do this:
        Press [S].  Enter 90 for our x-size and 100 for our y-size.  Now you must
        press [U], select your tile, and press enter.  There you go!  Your tile is
        now in DUKE3D!

  7.1.2 Problems With Editart
          Map Name: NONE
          There are quite a few problems that have appeared with Editart,
          and a few bugs and limitations have been found.  Below are some
          common problems, and some not so common problems, all with
          answers.
  PROBLEM  1: When I load my user art into Editart, it looks "squished".
              How can I solve this problem?
  SOLUTION 1: This problem can be solved by loading your tile into another
              Paint Program (such as Paint Shop Pro), and edited there.  You
              should change the background to the pink color that Editart
              defines as transparent.  The best way to do this is to take a
              screenshot of a tile with the pink color in the background by
              using the [F12] key in Editart.  Then use the color dropper to
              pick up the color in your other editing program.  Save the new
              tile as a .GIF file, and make sure it is saved as a non-interlaced
              file.  The .GIF format seems to work the best in loading user art.

  PROBLEM  2: The Editart program that came with version 1.4/1.5 of Duke
              does not run, as it gives me an error of some sort.  What
              file am I missing, and where can I get it?
  SOLUTION 2: The Editart file that comes with the Atomic Edition of Duke
              Nukem, and the one that comes in the Plutonium Pak, is missing
              the DOS4GW.EXE program.  You can download the most recent version
              of this file at the following URL.

              http://www.3drealms.com/files/dos4gw.zip

7.2 Doom Conversion Utilities
        These utilities are found in the /GOODIES/WAD2MAP directory on your DUKE
        CD.  They convert DOOM 1 maps to DUKE maps, and can bring the Doom art
        tiles into DUKE.  To use these utilities, you will need the original
        DOOM.WAD file.  It might be a good idea to make backups of your NAMES.H
        and PALETTE.DAT files, because WAD2MAP overwrites them.  It might also be
        a good idea to put these utilities in their own directory.

  7.2.1 Wad2Map
          This utility will convert DOOM maps into DUKE maps and will change the
          characters and switches, lotags, hitags, etc. accordingly.

          Usage: WAD2MAP D:\GAMES\DOOM\DOOM.WAD E1M1 DUKE.TXT

          The Duke.txt file can also be found in the /GOODIES/WAD2MAP directory.
          This file converts the Doom walls and sprites, to walls and sprites
          used by Duke3d.  It should be mentioned that it does a sorry job on
          some levels.  I did a remake of episode 4, level 6 of Doom and I had
          to change almost EVERY wall texture myself!

  7.2.2 Wad2Art
          This utility converts the original DOOM art into a set of tiles for
          DUKE.  Here is how you use this program:

          WAD2ART D:\GAMES\DOOM\DOOM.WAD (or wherever your Doom.wad file is).

          This creates three files in your current directory:
          Tiles000.ART      A large file containing all the Doom tiles
          Names.H           The names of all the Doom tiles
          Palette.DAT       The original DOOM palette

7.3 GRP Utilities
        These utilities can be found on your Duke CD under /GOODIES/BUILD.  They
        allow you to extract things from the Duke3D.GRP file (kextract) and put
        together your own .GRP file (kgroup).

  7.3.1 Kextract
          Kextract is a nice little program that will bring out every object in the
          DUKE3D.GRP file.  This includes all of the .art files, .map files, .voc
          files, .mid files, and there are some more.  I would not suggest you
          use kextract to extract all of the files.  It takes up a TON of disk space
          and it puts about 2000 (If I remember correctly) files on your disk.  If
          you want to fool around with that many files and that much disk space
          having been wasted, go right ahead.  But all I usually extract is the
          .map files (for reference when making my own levels) and the .art files
          (for use in Editart).  The usage for this program is this:
 
          Kextract duke3d.grp [files you want to extract]

          This program MUST be installed into your main DUKE3D directory to work
          properly.

  7.3.2 Kgroup
          Kgroup is also a nice little program that compiles your own .grp files for
          future use or distribution.  The usage for this program is this:

          Kgroup [grouped file] [@file or filespec...]

7.4 RTSMaker
      With this utility, it is possible to make your own Remote-Ridicule sounds
      for use in Duke play.  All you have to do is follow a couple of steps and
      you can have your own sounds ready for taunting your enemies in Duke-Match!
      This program, as well as a sample script file, can be found in
      /GOODIES/RTSMAKER on your Duke CD.  The usage for this program is this:

            RTSMAKER [nameofscriptfile] - This compiles an RTS file
            RTSMAKER -u [nameofscriptfile] - This unpacks an RTS file

      The script file format is as follows:
            <Name of RTS file>
            <VOC or WAV file 1>
                    .
                    .
                    .
            <VOC or WAV file 10>
      You can make such script files in any text-editor.  Look at sample.txt for an
      example of how to do this.
		 
===============        
8: FINISHING UP
===============
        
8.1 MAP Authoring Template
      The map authoring template is a small text file that tells others about your
      map, what the story line is (if any), whether there is new art, music, SFX,
      or effects (by editing the .CON files), and other useful information.  One has
      been included with this ZIP file, under the name TEMPLATE.TXT.  Fill this out
      before sending your level to any site for uploading!  It is very useful!

8.2 Uploading Your Level
      The final step is to upload your level.  Here are some good places
      to upload them:

      Upload them to:
        www.dukeworld.com (The best Duke Nukem 3D site there is...)
