=============================================================================
                MAP EDITING FAQ v0.3 BY BRETT GMOSER
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CONTENTS:

0: About this FAQ
       0.1 Who made ALL This?
         0.1.1 How do 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
1: Information & Other Stuff
       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 other games?
2: Making Levels, basic
       2.1 Ok, I have the editor, how do I use this thing?
       2.2 First levels suck
       2.3 Your basic, one-sector, horrible level
       2.4 Your basic, two-sector, horrible level
       2.5 Your basic, two-sector, not-so-horrible level
         2.5.1 Floor/ceiling heights
         2.5.2 Changing textures
             2.5.2.1 Panning and stuff
         2.5.3 Skies
         2.5.4 Shading
         2.5.5 Slopes
3: Onto the cool stuff
       3.1 Intro
       3.2 Hitags and Lotags
       3.3 Sector Effectors
       3.4 Locators
       3.5 Music & SFX
       3.6 Respawns
       3.7 Acticatorlocked
       3.8 Activators
       3.9 Checklist
4: Your not-so basic, awesome level
       4.1 Intro
       4.2 Regular, DOOM-Type Doors
       4.3 Swinging Doors
       4.4 Sliding Star Trek Doors
       4.5 Splitting Star Trek Doors
       4.6 Teeth Doors
       4.7 Sliding Doors
       4.8 Down Doors
       4.9 Up/Down Doors
       4.10 Rotating Subway Doors
       4.11 Auto-Closing Doors
       4.12 Locked Doors
       4.13 Doors With Switches
       4.14 Combination Door Switches
       4.15 Teleporters
       4.16 Water
       4.17 Sewer Holes/Silent Teleporters
       4.18 Lifts
       4.19 Glass
       4.20 Vents
       4.21 Security Cameras
       4.22 Collapsible Bridges/Bridges
       4.23 Dukematch/Co-op ONLY Stuff
       4.24 Fun With C-9
               4.24.1 C-9 Activated by Switches
               4.24.2 C-9 Activated by Touchplates
       4.25 Rooms Over Rooms
       4.26 Nuke Buttons
       4.27 Secret Areas
       4.28 Mirrors
       4.29 Conveyor Belts/Water Current
       4.30 Gears/Rotation
       4.31 Subways
       4.32 Colored Lights
       4.33 Demo Cameras
       4.34 Co-op/Dukematch Starting Points
       4.35 Spawning Stuff
       4.36 Active Tripbombs
       4.37 Earthquakes
       4.38 Light Switches
       4.39 Open Door, Room Lights Up
       4.40 Shooters
       4.41 Switches For Forcefields
       4.42 Difficulty Settings
       4.43 Echo
       4.44 Pulsating Lights
       4.45 Elevator Transports
       4.46 Blastable Walls
       4.47 Destructable Buildings/Floor Lowering
       4.48 Crushers
       4.49 Shots Fired In Sector, Cieling Comes Down
       4.50 Rotate/Rise Sector
       4.51 Stretch Sector
       4.52 Cielings And Floors (Dropping)
       4.53 2-Way Trains
5: Info And Other Stuff
       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
6: Questions And Answers
7: Finishing Up
       7.1 Map Authoring Template
       7.2 Uploading your level
==============
ABOUT THIS FAQ
==============
0.1 Who made ALL this?
       My name is Brett Gmoser (silent G).  I have a lot of free time on
       my hands.  I am a hard core Duke 3D fan, and I've played it non-stop
       since the day it came out.  I made levels for Wolf 3d, DOOM, DOOM ][,
       HeXen and ROTT, so I figured, hey, why not make Duke 3D levels?  Well,
       I got my CD 2 days after it started shipping, and as soon as I fired
       up the editor, I, just like you, figured out just how complicated Duke
       levels can be.  I spent day and night (really) figuring stuff out.  As
       it ended up, after just three days I found that I had a knack for
       making Duke levels.  I have 2 ISPs, and as I surfed through to Duke 3D
       Editing folders on AOL, compuserve and the Apogee BBS, I saw people
       were having trouble.  So I decided to make this FAQ!
       0.1.1 Ho do I contact the author?
               Well, I prefer to get email through my internet account,
               and the address there is "[email protected]".  I'm also
               on AOL, my screen name there is "GutenTag11".  You can find me
               on the 3D Realms BBS as "gmozmer".
               Here is a list of my current web sites:
               http://gramercy.ios.com/~gmoser/duke3d/
               My Duke 3D Site.  Pretty good, if you ask me. :)
               http://users.aol.com/gutentag11/cheats.htm
               A page with lots of cheat codes, offers my program which is
               called CHEATS!.
               I wouldn't DARE give out the rest of the addresses because they
               all suck....:)
0.2 What you should have gotten
       In addition to this file (MAPFAQ03.FAQ), you should have gotten the
       following things in the ZIP file (MAPFAQ03.ZIP):
       TELEPORT.MAP
       HOLE.MAP
       WATER.MAP
       SWLITES.MAP
       CONVEYOR.MAP
       LIFTS.MAP
       TDOOR.MAP
       GLASS.MAP
       CAMERA.MAP
       BRIDGE.MAP
       SWDOOR.MAP
       SOS.MAP
       SLSTDOOR.MAP
       SPSTDOOR.MAP
       MIRROR.MAP
       SUBWAY.MAP
       CLITES.MAP
       ACCESS.MAP
       QUAKE.MAP
       DRLITES.MAP
       SHOOTERS.MAP
       GEARS.MAP
       RDOOR.MAP
       ADOOR.MAP
       COMBODR.MAP
       SWFORCE.MAP
       PIGFLY.MAP
       ECHO.MAP
       PULSATE.MAP
       2WAYCAR.MAP
       UPDNDR.MAP
       MANHOLE.MAP
       STRETCH.MAP
       ELETRANS.MAP
       C-9.MAP
       BUILDBLO.MAP
       CRUSHERS.MAP
       SHOTLOW.MAP
       DOOMDOOR.MAP
       SLDOOR.MAP
       ROTRISE.MAP
       DNDOOR.MAP
       DRFLRCLN.MAP
       CBBG.ZIP**
       2SSUBWAY.MAP*
       TANK.MAP*
       FAN.MAP*
       TEMPLATE.TXT
       * 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 is a section, just not in the way presented in the MAP,
       or to give you ideas.
       ** CBBG.ZIP is my level.  Check it out!  Lemme know what you think!
       Please note that the MAP files were designed to make whatever it
       was supposed to make, not to look good. :)
0.3 Revision history
       v0.1 FAQ Created.  Everything is new.
       v0.2 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.
       v0.3 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.
0.4 Thank-you's and Credits
       First, I would like to thank 3D Realms for such a great game. Thank
       you also to all the people that gave me support, and the people that
       have this FAQ posted on their web page.  I would like to give credit
       to Per-Erik Nilsson for the dimensions facts, and Tempest for making
       great tutorials on how to make Star Trek Doors.  Also, PBoev led
       me on my way back when I was starting out to making colored lights,
       and made 2SSUBWAY.MAP.

       In addition, ALL the kind people that told me how great I was,
       how much they liked this FAQ, pointed out errors, and gave me
       support.  If I didn't email you back, sorry, I had a LOT of mail
       concerning this FAQ.

       Thanks Guys!
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://www.erols.com/yeagers
       GREAT HTML version here, ZIP can be downloaded, along with all the
       MAPs separately.
       http://www.3drealms.com/duke3d.html
       Check the FAQs portion of this page.
       http://www.newreach.net/~avenger
       Among the best of the Duke 3D pages, they've got LOTSa levels
       and FAQs, including this one.  Has text version to look at.
       http://www.bayserve.net/~mike
       Go to the Duke 3d page from here.
       http://gramercy.ios.com/~gmoser/duke3d
       My site, I'll post it here first if I make v0.4.
       If you know of a great site that has this FAQ, please tell me so
       I can add it.
       PLEASE NOTE THAT I WILL NOT BE SENDING IT THROUGH EMAIL ANYMORE
       BECAUSE I SPENT ABOUT 1/2 HOUR A DAY SENDING FAQS.  DO NOT ASK.
       Thank You.
=========================
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!
       0.1.1 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.
       0.1.2 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.
       0.2.1 Can I make maps for other games?
               No, not really.  BUILD is made specially for Duke Nukem 3D.
               You could probably make a simple one-roomer with no objects
               or sprites, but nothing that good.

=======================
2: MAKING LEVELS, BASIC
=======================

2.1 Ok, I have the editor, how do I use this thing?
       Yes, at first, BUILD looks VERY complicated.  It is used by with the
       keyboard.  Since you have the actual editor, and not a pirated editor,
       you should have BUILDHLP.EXE in the \goodies\build directory of your
       CD.  It's the official BUILD handbook, please read this ENTIRE thing
       to learn the basic keyboard commands.
2.2 First levels suck!
       Lets face it, your first level IS going to suck.  This happens to
       everybody. I HIGHLY reccomend you make you first level suck on purpose.
       This will get you used to the format and the way of doing things in
       BUILD.  So lets get started on our first horrible level!
2.3 Your basic, one-sector, horrible level
       Now that you've read everything above this, it's time to make your
       first level.  We'll start off very basic, and move on to the cool
       stuff.  First, we'll make a one-sector room.  Here's how:
       First, make sure you are in 2D mode.  (Since you've read BUILDHLP,
       you know how to get there)   Position the cursor somewhere on the
       grid.  BUILD automatically starts you out in the lower-right corner.
       You shouldn't worry about this.....yet.  Press the space bar to enter
       line-draw mode.  Move the mouse around, see what happens.  Nothing
       special, except that when you press the space bar again, this is where
       the next line will start.  For now, we'll just make a square room.
       If you want, when you're done, you can position the cursor on one of
       the vertexes, hold the left mouse button and drag the vertex around
       to change how the room looks.  Next, place the arrow somewhere in
       the room, and press scroll lock.  This puts the starting point in.
       Pardon my artwork, but it should look something like this:

       _____________________________    The -'s and :'s represent the lines,
       :                            :   and the --> is your starting point.
       :                            :
       :          -->               :
       :                            :
       :____________________________:

       At this point, you can save and run your level.  Pretty cool, huh?
2.4 Your basic, two sector, horrible level
       After you've tried your new one-sector level, fire up BUILD and go
       to it.  If we wanted to make and elevated surface in the middle of
       the room for absolutely no reason other than to learn how, we would
       place the cursor somewhere inside our sector, and draw a new box.
       We'll call the box you just made "BOX B" and the other will be "BOX A"
       It should look something like this:
       ________________________________
       :   ________________________    :
       :   :                      :    :
       :   :      BOX B           :    :
       :   :                      :    :
       :   :______________________:    :
       :          BOX A                :
       :_______________________________:

       Now, click on the outer portion, and enter 3D mode.  Notice what it
       did.  You now have the new box as walls facing outward, and you can't
       go in the box that you made.  It's just walls.  We could leave it like
       that, but we want an elevated platform, right?  So, go back into 2D
       mode.  Place the cursor inside BOX B.  Now, hit ALT+S.  Notice that
       the lines that make up BOX B have turned red.  This means that those
       walls are "Two sided walls", and the box inside has now turned into
       what is called "Valid player space".  Go into 3D Mode, and watch what
       happened.  The room should look exactly like our one-sector room did.
       Utterly useless, but read on....
2.5 Your basic, two-sector, not-so-horrible level
       Ok, as I said, we are going to make an elevated surface.  But we just
       GOTTA do some other things, right?  :)
       2.5.1 Floor/ceiling heights
               Go into 3D mode now, and point the mouse at BOX B.  To make BOX B
               elevate, use the PAGE UP and PAGE DOWN keys.  Try it with BOX B's
               floor and ceiling, along with BOX A's floor and ceiling.  Our surface
               is now elevated.
       2.5.2 Changing textures
               Well, we have our cool floor and ceiling heights, but we have
               to do something with that ugly grey texture.  Well, here's how:
               Point the mouse to the texture you want to change.  Hit the 'V'
               key.  You will now have a screen with that ugly texture, and
               you can go down and see the names of everything else.  It's
               like this because that's the only texture we've used.  Later,
               when we use more, the ones we use will show up automatically.
               Anyway, for now, we want pictures.  So go ahead and hit the 'V'
               key again to get all of the items.  Scroll down till you find
               a cool texture, and hit enter.  The wall has now changed textures.
               2.5.2.1 Panning and stuff
                       Texture panning is a great feature.  You can scroll a
                       wall up and down, possibly to meet other textures on
                       either side.  To do this, go into 3D mode.  Point to
                       the texture you want to pan.  Next, hold down the shift
                       key and use the arrows on the number pad to pan.  Cool?
                       You can also shrink and enlarge the texture (this also
                       works for sprites) by using just the arrow keys.  If you
                       ever totally mess up a wall, you can get it back by
                       pressing /.  If you like the way you panned or shrunk a
                       wall, you can hit the > key to do it all around.
       2.5.3 Skies
               If you tried to change the ceiling to a sky, and it looked
               all wrong, you can fix that very easily.  In 3D mode, point
               to the sky, and press the 'P' key.  This is called parallaxing.
               It makes the ceiling (or floor for a neat effect) look like it
               arches and goes forever.  Very cool stuff....
       2.5.4 Shading
               Well, to make it darker, all you have to do is point at a
               texture and hit the + and - keys on your numeric pad.  To make
               the whole room dark, just shade all the walls.
       2.5.5 Slopes
               Slopes are quite easy, actually.  All you do is go into
               3D mode and point at the wall/ceiling you want sloped.  Then,
               use the [ and ] keys to slope.  That's it!

==============================
3: ONTO THE COOL STUFF, BUT...
==============================
3.1 Intro
       First off, please do not proceed unless you have read and
       done all of the above, or you will not understand anything
       below this.  Deal?  Ok.  Second, PLEASE read the following
       part... because if you understand it, you will be able to
       do this stuff ALL on your own. :)
3.2 Hitags and Lotags
       These are some of the hardest things to explain.  I'm going
       to explain it like this:  Lotags are usually defined by the
       game, and they describe how something is going to act.  Lotags
       can be changed by placing the cursor on what you want to change
       and pressing 'T' for sectors, and 'ALT+T' for sprites.  Hitags
       are usually defined by the user.  They explain where something
       is going to go to, or what's going to activate it.  For example,
       it could be where a teleporter is going to teleport to, or what
       switch a conveyor belt is going to stop for.  Hitags are defined
       by using 'H' key for sectors, and 'ALT+H' for sprites.
3.3 Sector Effectors
       Sprite #1
       Sector effectors are just what the name says.  They say what
       will happen to a sector when you blow that crack, flip that
       switch, open that door, or activate that touchplate.  They
       need Hitags and Lotags to go with them.  The Lotag is the pre-set
       number that designates what happens to the sector.  Now, if you
       just had a normal thing, like flickering lights, (Lotag 4) the
       sector effector does not need a Hitag.  But, if you had something
       that is activated by a switch or touchplate (other than light switches,
       they're special) you would set the Hitag of the sector effector to
       the master switchs' Lotag.
3.4 Locators
       Sprite #6
       Locators can determine where a Recon Control Vehicle goes
       or where a subway turns or goes.  You get the idea.
3.5 Music & SFX
       Sprite #5
       One really good thing about Duke 3D is that YOU define the
       sounds that a door, lift, or just about anything for that
       matter makes.  Use this to say what sound these things make
       when used.  Stuff like teleporters and other things
       do NOT need this.
3.6 Respawn
       Sprite #9
       This is used to make something appear when something happens.  The
       event can be the killing of a dancer, or stepping on a touchplate
       sector.
3.7 Activatorlocked
       Sprite #4
       These are used in locked doors. Read section 4.32.  Also in combo doors,
       read 4.37.  Basicaly, after hitting a switch, you have to open the door
       yourself.
3.8 Activator
       Sprite #2
       These are used to activate Sector Effectors through a switch or a
       touchplate.  They are also used in switches for doors. (see section 4.36)
       Basicaly, after hitting the switch, the door opens automaticly.
3.10 Masterswitch
       Sprite #8
       These activate sector effectors.  Set the Lotag to the switch or
       touchplates Lotag.
3.9 Checklist
       There are a bunch of things you must do before you make/upload
       a level.  Here's a checklist:
       Before starting on your level:
       [ ] I am comfortable with the editor I am using
       [ ] I have made my first level, and it sucks
       [ ] I have a good theme for my level
       [ ] I have planned it all out
       [ ] I have read this ENTIRE FAQ through, and understand how to do
       everything.
       [ ] I understand everything talked about in section 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 use my level
       [ ] I have tested my level using multiplayer

===================================
4: YOUR NOT-SO BASIC, AWESOME LEVEL
===================================

4.1 Intro
       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.
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 cieling that
       : C: A: B:   is really high, the door will otherwise flush with the
       :  :  :  :   wall above it, and look, well, retarted.  So, lower the
       :__:__:__:   cieling 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 cieling 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 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.
       If you still can't get it, send email to [email protected].
       I'll try to help you.
       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 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.  An example from the
       real game is the door leading out of the arcade in E1L1.
       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 setctor 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. :(
4.5 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!
4.6 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 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.  If not, send email
       to [email protected].  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 Down Doors
       Map Name: DNDOOR.MAP
       These are the doors that start from the cieling and come down to the
       floor when activated.  To make these, construct a regular DOOM-door,
       except instead of lowering the cieling to the floor, raise the floor
       to the cieling.  Give the door a Lotag of 21.
4.9 Up/Down Doors
       Map Name: UPDNDR.MAP
       These are the doors that the cieling 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 cieling 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 4.23 (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 cieling 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 before emailing me.
4.11 Auto-Closing Doors
       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, this is usually the
       best.
4.12 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 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
4.13 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.  Mine is
       10000.  Now, if someone sat there and hit the switch 10000 times, the
       door would not work anymore, but usually use this for infinite
       switches.
4.14 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 ACITVATORLOCKED
       sprite.  At this point, if you went into the game, you would have to
       puch all of the switches to open the door.  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!
4.15 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! :)
4.16 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!
4.17 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 oppisite. (Raise cieling 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 oppisite with the circle you will come out of (raise the sector
       effector to the cieling 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!

4.18 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, comes up.  Ceiling stays put.
       3. Starts on top, floor and ceiling come down together.
       4. Starts on bottom, floor and ceiling come down 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 Hitags are zero, so put the following #'s for Lotags:
       1.  16
       2.  17
       3.  18
       4.  19
       For best effect, put a MUSIC&SFX sprite in the lift sector, make
       the Hitag and Lotag (For MUSIC&SFX sprite) 73 for Hitag, 71 for Lotag.
4.19 Glass
       Map Name: GLASS.MAP
       Glass, believe it or not, is fairly easy.  The procedure is as
       follows:
       Make the following rooms:
       __________  _________
       :         : :        :  The sector in the middle should be valid
       :         :_:        :  player space.  Next, go into 3D Mode.
       :         : :        :  Point the cursor to the ceiling of the middle
       :         : :        :  sector, and press 'M'.  An ugly brown texture
       :         :_:        :  will appear.  Press 'V' on this texture and
       :         : :        :  select the glass texture.  Next, go into 2D
       :_________: :________:  mode.  Point to the line with the glass
       texture.  Press 'B' to make it so you can't walk through the glass,
       and CTRL+H to make the glass breakable.  You've got yourself a new
       window!
4.20 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 sptite
       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!
4.21 Security Cameras
       Map Name: CAMERA.MAP
       Major improvments 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.
4.22 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.
4.23 Dukematch/Co-op ONLY Stuff
       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!
4.24 Fun With C-9
       Map Name: C-9.MAP
       C-9 is the source of most of the explosions in Duke 3D.  Here are some
       facts:
       A.) If you shrink C-9 (Use > and < keys on numberpad in 3D Mode) all
       the way (widthwise), when you play the game you do not see it.  It
       can still be operated, but only by an OOZCAN, another C-9, or a crack.
       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. (See 4.10)
       Well, that's it for the mile-long fact list...:)
       Here's how to do some stuff:
       4.24.1 C-9 Activated by Switches
               You may have been wondering how to do this.  Actually, it's
               easy.  Put a switch somewhere.  Give it a Lotag.  Put a
               MASTERSWITCH sprite in EVERY sector that you will have C-9
               explode in.  Give all the masterswitch sprites the same
               Lotag as the switch.  Next, place C-9.  Put them all over
               (I was kinda cheap in C-9.MAP) in every sector you placed
               a masterswitch sprite.  Next, shrink the C-9 widthwise all
               the way so you won't be able to see it in the game.  Now,
               give the C-9 a Hitag equal to the switchs' Lotag.  The Lotags
               for the C-9 are the delay before the explosion will occur.
               Note that if you set it to zero, it won't explode.  Well,
               that's it.  Try it!  Do like I did and make the player lose
               lotsa health when they hit the switch!  Great fun!
       4.24.2 C-9 Activated by Touchplates
               Do the EXACT same as with switches, only replace the switch
               with a touchplate sprite.  Very easy.
4.25 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
       :      :  __________________________________________
       :      :  :                                         :
       :      :  :                                         :
       :      :  :                                         :
       :      :__:                                         :
       :                                                   :
       :                                                   :
       :________                                           :</pre><pre id="faqspan-2">
                :                                          :
                :                                          :
                :                                          :
                :                                          :
                :__________________________________________:
       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.
4.26 Nuke Buttons
       MAP NAME: NONE
       All you have to do for a Nukebutton is put the sprite (#142) on a
       wall, and give it a Lotag of '32767'.  Also, to end a level, put
       a sectoreffector in a sector and give it a Lotag of '65535'.  This
       will end the level when the player walks on the sector.
4.27 Secret Areas
       Map Name: NONE
       To make a secret area,  Give the sector a Lotag of '32767'.
4.28 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 backround 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!
4.29 Conveyor Belts/Water Current
       Map Name: CONVEYOR.MAP
       This is pretty easy.  Note that to make water current, it's the same
       deal, just put water on the floor and give the sector a Hitag of 1.
       First, make your conveyor belt.  Just a flat sector, maybe the
       conveyor belt texture for the floor.  Add a sector effector.  Give
       it a Hitag of 24, and point it the way you want the conveyor belt
       to go.  That's it!  To make it go faster, put a GSPEED sprite in
       the conveyor sector.  Give it a Lotag of your choice.  The higher
       the Lotag, the faster it will go.  Look at CONVEYOR.MAP to learn how
       to make a switch turn it on and off.  Pretty self-explanatory.
4.30 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 nescecarily 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.
4.31 Subways
       Map Name: SUBWAY.MAP
       To make subway cars, first make a subway track.  Doesn't have to be
       too elaborate, something like a race car track.  First, we'll make
       the engine.  Make a simple square sector, for our first subway.
       Later, we can make bigger and better cars, but for now just use a
       square.  Make the square valid player space.  Go into 3D mode.  Go
       into 3D mode and do anything you want to the car... i.e. make the
       floor higher, put nice textures, etc.  Next, put a sector effector
       in the subway car.  For the Hitag of that sector effector, we'll
       use the number 1.  1 is because the subway is going to start at
       locator number 1.  For the Hitag of the sector effector, put a
       6.  6 means that this is the engine of the train, and all cars will
       follow it.  Now, the locators.  Put locators (sprite #6) around the track.
       Each locator tells the car where to go next.  Look at SUBWAY.MAP if
       you need an example.  Now, put Lotags on the Locators.  It is
       important that you DON'T give the first locator a Lotag, or the
       game will crash.  Give all the other locators Lotags going in
       number order, from second to last. (Leave the first alone)  You have
       your self a subway!  If you need more help, look at SUBWAY.MAP.
       Now, if you wanted to make 2 cars, make another subway sector.
       Give the sector effector (you do not have to make new locators)
       a Lotag of 14 instead of 6.  If you want to have multiple trains
       on one track, give the first train SECTORs a Hitag of 1, the second
       a 2, and so-on and so-forth.  Also, to make it so the floor doesn't
       move with the car, go into 3D mode and point to the floor of the car.
       Press 'R'.
4.32 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 only palette numbers for lights that seem to work are:
       1 = Blue
       2 = Red
       7 = Yellow
       8 = Green
4.33 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.
4.34 Co-op/Dukematch Starting Points
       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.
4.35 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 touchpate 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.
4.36 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.
4.37 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/cieling 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
       sptires (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 cieling.
       B.) To make Duke say "Holy Shit!" when he steps on the touchplate
       sector, give the touchplate SECTOR a Lotag of 10225.
4.38 Light Switches
       Map Name: SWLITES.MAP
       This is easy.  Here's the step-by-step:
       STEP 1: Make a sector.
       STEP 2: Set the sector brightness (Use ALT + +/- in 3D Mode) to
       how bright it should be when the lights are on.  Then, set
       the shade of everything that you want dark when the lights are out.
       (Use '+S while pointing at the desired wall/floor/ceiling/sprite)
       Mine is 50, which is totally dark.
       STEP 3: 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 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!
4.39 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 ligihts 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: Do the same thing you did in step 2 of section 4.33.
       STEP 3: 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 4: Give all the Sector Effector sprite a unique Hitag, and
       a Lotag of 8.  You're done!
4.40 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
       ait themselves, but do it anyway, or they just crash into a wall).
       Give the sector effector a Lotag of 36.
       STEP 5: 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.
3.41 Switches For Forcefields
       Map Name: SWFORCE.MAP
       I havn't tested this on an actual level yet, so forgive me if it's
       wrong. :)
       First, make the wall that will be your forcefield.  Next, make
       the switch.  Now, mask the wall.  Make it the forcefield texture
       (Texture #663)  Unmask the wall.  Give the WALL (forcefield wall)
       a unique Lotag.  Give the switch the same Lotag.  You're done!
4.42 Difficulty Settings
       Map Name: NONE
       This is easy.  Just give monsters Lotags:
       2: Skill level 2
       3: Skill level 3&4 (Skill 4 just makes them respawn)
4.43 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.
4.44 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 cieling 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.
4.45 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 cieling 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 cieling 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 before emailing me.
4.46 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.
4.47 Destructable Buildings/Floor Lowering
       Map Name: BUILDBLO.MAP
       First, you must understand the following:
       To lower floors, use SE 13.  Apparantly, 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 hieght, 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!
4.48 Crushers
       Map Name: CRUSHERS.MAP
       These are like an engine piston.  The cieling of these sectors come
       up and down and crush you.  To do this, set the sector's cieling 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 hieghts.  This signifies
       the start point.
4.49 Shots Fired In Sector, Cieling 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, it comes crashing on your
       head.  To do this, just put a sector effector in the sector you want.
       Give it a Lotag of 19.  That's it!
4.50 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 switchs' 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 switchs' Lotag.  Done!
4.51 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.
4.52 Cielings And Floors (Dropping)
       Map Name: DRFLRCLN.MAP
       The title says it all.  Drop floors and cielings, 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 cieling, 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 cieling drops.  I used 10.
       STEP 6C:  Raise the cieling to where you want it to start.  Lower the
       sector effector sprite to the end position of the cieling.
       STEP 7C: Put a switch somewhere.  Give it the same Lotag as the
       activator.
4.53 2-Way Trains
       Map Name: 2WAYCAR.MAP
       First, make your car sector.  Give the sector a Lotag of 31, do
       whatever you want with it.  If you make more than one sector, you
       will have to give that sector a Lotag of 31 also.  Put 2 sprites
       in the car, an activator and a Sector Effector.  Now, put a
       switch somewhere.  It can be in the car if you want.  Give the
       switch a Lotag.  Give the activator the same Lotag.  Give the
       sector effector sprite a Lotag of 30.  Now, to define the track.
       Put two locators somewhere.  The first locator for the train to go
       to should be behind the train and have a Lotag of 1.  The other one,
       leave it alone.  That's it!
=======================
5: INFO AND OTHER STUFF
=======================
5.1 Palette List
       This is a list of all of the palette numbers and thier uses.  Palettes
       affect 3 different things (I'll use the stripper for an example
       because that's the most used for palette change): The backround (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 swin in muck instead of water.  Also, set this
       to the floor and cieling of a BIGORBIT parallax cieling 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 grey.
       13 Foreground is dark grey.
       14 Foreground is dark green.
       15 Foreground is brown.
       16 Foreground is dark blue.
       17 Backround blue, foreground green.
       18 Same as 11.
       19 Backround red, foreground grey.
       20 Backround blue, foreground grey.
       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 grey
       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 ([email protected]).  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)**
       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
       automaticly duck.
       ** Second number is when only some of the shots will get past
5.3 Sound List
       I'm not going to list all of the sounds and what they do here, at
       least for now.  You have a list of them in your Duke 3D directory,
       though.  Open up DEFS.CON.  There is a list of all the sounds starting
       at line number 646.
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: Reserved
       19: Lower cieling when explosion hits sector
       20: Stretch sector (ST 27)
       21: Drop floor (ST 28)
       22: Prong for teeth doors
       23: Reserved
       24: Conveyor belt of water current
       25: Crusher
       26: Reserved
       27: Camera for playback
       28: Reserved
       29: Float sector
       30: 2 way train (ST 31)
       31: Floor rise
       32: Cieling 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!
========================
6: QUESTIONS AND ANSWERS
========================
       I get a lot of email now about this FAQ, and on how to do stuff
       that's not in it.  Now that this is here...PLEASE do NOT email me with
       ANY questions that are in here.  I will not respond.  (sorry!)  Well,
       here's the question and answer portion of this FAQ:

       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 cieling 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 Apogee
       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: I tried making a fish tank.  When I look into the glass, I don't
       see water.  Am I doing something wrong?
       A: Yes, you are doing something wrong. :)  I have included TANK.MAP
       in the ZIP file.  If you cannot figure it out from there, basically,
       it is the brown glass texture (check example map for #) masked onto
       the wall as the glass.  The glass has a Palette # of 1.  Press the
       'T' key once in 3D mode to make it transparent.
       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 Apogee 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 rediculous, 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: When I'm in editart, I can't see any or all of the graphics.  What
       should I do?
       A: You have to use KEXTRACT to extract the .ART files.  Use the
       following command line:
       KEXTRACT DUKE3D.GRP *.ART
       Q: How do I import graphics into Editart?
       A: I am not really familiar with editart.  Sorry, I can't help you.
       Q: I'm sick of hearing the same old song in my level.  How do I
       change it?
       A: You don't, really.  It's not like DOOM where you could put different
       music into WADs.  You'll have to create your own .GRP file.
       Q: I've noticed an error in your FAQ. <error goes here>
       A: Thanks a bunch, I'll give you credit!  (this is one you SHOULD email
       me)
       Q: I'm having lots of trouble with something.  Where else can I go for
       help?
       A: Well, go to me.  Email the level to [email protected].  If
       you are using AOL, be sure to say what the name of the level is in the
       note, or I can't get it properly.  Only problem with asking me is that
       it's guaranteed fixed, BUT, it's not guaranteed that I'll remember to
       send you the fixed product.  After you send it, wait 2-3 days, and
       email me with the name of the MAP I sent you.  I'll send it back.
       Q: <thing that's not in here> is not in your FAQ.  I need help!
       A: Sure.  Just email.  I can do a lot more than what's in here. :)
       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: How do I make a forcefield like in the space levels?
       A: It happens automaticly, if you look out into a sector with the
       BIGORBIT texture palallaxed as the floor and cieling.
       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: FINISHING UP
===============

       7.1 MAP Authoring Template
       The is also in the ZIP file.  Fill this out and include it with
       your level.
======================================================================
Title                 : Name of your level
Author                : Your name
E-mail                : Your email adress
Web Page              : Your URL, if you have one

Description           : Set the mood here


Additional Credits to : Anybody that you would like to thank for helping
you, etc.

======================================================================

* Play Information *

Episode and Level #   :
Single Player         : Yes/No
DukeMatch Level       : Yes/No
Difficulty Settings   : Yes/Not implemented

* Construction *

Base                  : New level from scratch/Modified (Map name)
Editor(s) used        :
Known Bugs            :

* Where to get this MAP file *

FTP sites:

BBS numbers:

Other:


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

       Send them to:
       [email protected]
       [email protected]
       [email protected]*
       Upload them to:
       ftp.cdrom.com
       head2head.com
       (If you have it) AOL: Keyword: 3D Realms
       Post them to:
       alt.games.apogee
       alt.games.duke3d

       If you run a Duke 3D site and would like to be put on the list, please
       tell me and I'll add you.
       * This is me.  Please send your level here.  Not only will I post it
       on my page, but I like to see how this FAQ helped people.