=============================================================================
                 MAP EDITING FAQ v1.1 BY JONAH BISHOP
			  (FAQ STARTED BY BRETT GMOSER)
=============================================================================

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

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
*         0.3.1 Future Additions to this FAQ
*       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 The Official Map Editing FAQ Homepage
*       0.9 I have found an error in the FAQ.  What do I do?
*       0.10 The new map template

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 for other games?
        1.3 What is the BUILD engine?
          1.3.1 What makes BUILD different from DOOM?

2: Making Levels, basic
        2.1 OK, I have the editor, but 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, but...
        3.1 Intro.
        3.2 Hitags and Lotags
        3.3 Sector Effectors
        3.4 Activator
*       3.5 Touchplate
        3.6 Activatorlocked
        3.7 Music & SFX
        3.8 Locator
*       3.9 Cycler
        3.10 Masterswitch
        3.11 Respawn
*       3.12 GPSPEED
        3.13 Checklist

4: Your not-so basic, awesome level
        4.1 Intro.
        4.2 Regular, DOOM-Type Doors
        4.3 Swinging Doors
          4.3.1 Swinging Glass Doors
*         4.3.2 Problems and fixes with Swinging Doors
        4.4 Sliding Star Trek Doors
        4.5 Splitting Star Trek Doors
	  4.6  Teeth Doors
          4.6.1 Another Way To Do 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
*	    4.14.1 Another Version of Combo. Switches (Plutonium Pak Required)
        4.15 Teleporters
        4.16 Water
           4.16.1 Sloped Water Sectors
           4.16.2 Swimming in Slime
        4.17 Sewer Holes/Silent Teleporters
        4.18  Lifts
           4.18.1 Switch Operated 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
           4.28.1 Making Mirrors Show Bullet Holes When Shot
        4.29 Conveyor Belts/Water Current
        4.30 Gears/Rotation
        4.31 Subways
           4.31.1 Notes On 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 Forcefields and Controlling Them
        4.42 Difficulty Settings
        4.43 Echo
        4.44 Pulsating Lights
        4.45 Elevator Transports
        4.46 Blastable Walls
           4.46.1 Fixing The 'Texture Problem'
        4.47 Destructible Buildings/Floor Lowering
        4.48 Crushers (Engine Pistons)
        4.49 Shots Fired In Sector, Ceiling Comes Down
        4.50 Rotate/Rise Sector
        4.51 Stretch Sector
        4.52 Ceilings And Floors (Dropping)
        4.53 2-Way Trains (The Right Way to Make Them!)
        4.54 Signs That Fall When Shot
        4.55 Cranes
        4.56 Making Phones Ring
        4.57 Making the Mini-boss
        4.58 Exploding Helicopter/Car
        4.59 Making Curtains Draw Back
        4.60 The Pool Table
        4.61 Making Waves
        4.62 Fish Tanks
        4.63 Making Lights Blink
        4.64 Making Lights Blink when Shot
        4.65 Making Music and SFX Work
        4.66 Adding Your Own Music and SFX
        4.67 Level Over Level Water Trick
*	  4.68 Making the Ceiling Blow Up (And Enemies Fall From the Sky!)
*	  4.69 Multi-Door Switches
*	  4.70 The Rising Water Effect

 	  PLUTONIUM PAK REQUIRED TO MAKE THE FOLLOWING EFFECTS
	  ----------------------------------------------------
*	  4.71 Lightning and Thunder
*	  4.72 One Way Teleporters
*	  4.73 Incremental Rising and Falling Sectors

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
        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 Neat Tricks and Tips

6: Questions And Answers

7: Utilities for DUKE
        7.1 EditArt
          7.1.1 Editing Your Own Tiles
        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.

==============
ABOUT THIS FAQ
==============
0.1 Who made ALL 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 do 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.  You CAN drop by
         the Elitegames web site (http://www.elitegames.com/duke3d) and
         click on the "NEED HELP?" button (in the left frame).  You then
         can click on the "FORUMS" button in the top right frame, which
         will display a choice of forums where you can leave a message.
         Click on the BUILD help forum, and leave a message.  I try to
         answer as many questions here as I can, and look forward to your 
         questions and comments.

0.2 What you should have gotten 
        In addition to this file (MAPFAQ11.TXT), you should have gotten the
        following things in the ZIP file (MAPFAQ11.ZIP):

        2SSUBWAY.MAP
        ACCESS.MAP
        ADOOR.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
        MANHOLE.MAP
        MIRROR.MAP
      # MULTI-DR.MAP
        MUSICSFX.MAP
        PHONE.MAP
        PIGFLY.MAP
        PULSATE.MAP
        QUAKE.MAP
        RDOOR.MAP
      # RISING.MAP
        ROTRISE.MAP
        SHOOTERS.MAP
        SHOTLGHT.MAP
        SHOTLOW.MAP
        SLDOOR.MAP
        SLSTDOOR.MAP
        SOS.MAP
        SPSTDOOR.MAP
        STRETCH.MAP
        SUBWAY.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
        WAVES.MAP

        README.1ST
        SFXLST10.TXT
        BUILDKEY.TXT
        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 in a section, just not in the way presented in the MAP,
        or to give you ideas.
      # MAPs marked with a # have been added since the last version.

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.
   V1.0 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).
   V1.1 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.

  0.3.1 Future additions to this FAQ:
          What to look for in the next version:
            More 'Neat Tips and Tricks'
            More on subways (more complex trains)
            More utilities
            There will possibly be some level walkthroughs.
            A list of secrets in each level (including the Plutonium Pak)
            The FAQ will be easier to read.  I have found out why the FAQ
             looks different in different programs, and I plan to fix this
             problem.  These fixes will include word wrapping, and other
             error fixes that will make it better printing quality and
             viewing quality.
            And possibly more (it depends on what I find)

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 letting me do this version of the FAQ and 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.
        Mats Blixt    : For making the incredible SFX.TXT file and for
                        allowing me to put it in this FAQ.
        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://www.elitegames.com/d3dbuild - MY SITE!!!
        http://www.3drealms.com - The official Duke3D site
        http://www.bayserve.net/~mike/duke/ - another good site
        http://www.bwernicke.com/games/duke/dukebot.htm - yet another good
                                                          site

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://www.elitegames.com/d3dbuild/mapfaq/tableofcont.htm

        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 The Official Map Editing FAQ Homepage
        The Map Editing FAQ for Duke Nukem 3D now has an Official Home!  The 
        URL to this site is:

        http://www.elitegames.com/d3dbuild

        This site includes everything concerning this FAQ and MORE!  From 
        this site, you can download the latest version of the FAQ, view an 
        HTML version of the FAQ, see what is to come in the FAQ, view 
        information about the Plutonium Pak, view a list of the best levels
        there are for Duke Nukem, download the levels I have made, and MORE!
        So take some time to stop by, and take a look around!

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,
        drop by The Official Map Editing FAQ Homepage and enter the "User
        Input" area, where you can drop me a line.  I look forward to seeing
        what you feel needs to be put into the FAQ!

0.10 The new map template
       A new map template has been included with this package, and it should provide
       many new areas to fill in.  I hope all will consider this new template useful.
       The name of the file is (duh) template.txt.

=========================
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, 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.

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: 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 recommend 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 gray 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 switch's Lotag.

3.4 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)
        Basically, after hitting the switch, the door opens automatically.

3.5 Touchplate
        Sprite #3
        These sprites are used to trigger events in the level, as they sense
        the weight of Duke.  They can be used for doors, traps, or just
        about anything else.

3.6 Activatorlocked
        Sprite #4
        These are used in locked doors. Read section 4.32.  Also in combo doors,
        read 4.37.  Basically, after hitting a switch, you have to open the door
        yourself.

3.7 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.

3.8 Locator
        Sprite #6
        Locators can determine where a Recon Control Vehicle goes
        or where a subway turns or goes.  You get the idea.

3.9 Cycler
        Sprite #7
        The sprites make the sector pulsate with light, and can be used to
        make 'chasing' lights, and other neat effects.

3.10 Masterswitch
        Sprite #8
        These activate sector effectors.  Set the Lotag to the switch or
        touchplates Lotag.

3.11 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.

3.12 GPSPEED
        Sprite #10
        This sprite is used to make an event proceed quickly or slowly.  The
        higher the lotag, the faster it goes.  This is also used in some
        effects to determine how far something will move.

3.13 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 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 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)

  4.3.1 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.

  4.3.2 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.

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.
  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. :(

4.5 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.

  4.6.1 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 :)

4.7 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.  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 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.

4.9 Up/Down 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 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 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
          push 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!

  4.14.1 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.

4.15 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!

   4.16.1 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.

   4.16.2 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).

4.17 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 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!

4.18 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.

   4.18.1 Making 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.

4.19 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 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!

4.21 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 there is another way to
		  enter negative numbers, please let me know.

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 4.23)
          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 switch's' 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
        :      :  __________________________________________
        :      :  :                                         :
        :      :  :                                         :
        :      :  :                                         :
        :      :__:                                         :
        :                                                   :
        :                                                   :
        :________                                           :
                 :                                          :
                 :                                          :
                 :                                          :
                 :                                          :
                 :__________________________________________:
          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 sector-effector 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 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!

  4.28.1 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.	

4.29 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 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.

4.31 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'.  

   4.31.1 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).  

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.  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.

4.37 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/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.

4.38 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 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: Do the same thing you did in step 2 of section 4.38.
  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
          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.

4.41 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!

4.42 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)

4.43 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 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.

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 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.  

4.46 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.

   4.46.1 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.

4.47 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!

4.48 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.  

4.49 Shots Fired 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, 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 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!

4.51 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 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.

4.53 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).

4.54 Signs That 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.

4.55 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 2: 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 3: 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 4: 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.

4.56 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 it a hitag of 174,
	    and a lotag of 278.  Make this sprite a switch (#132).  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.

4.57 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.

4.58 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.

4.59 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.

4.60 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.

4.61 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.

4.62 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.

4.63 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.

4.64 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.

4.65 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.

	    A list of the sound effects has been included with this file.  It has
	    been updated a little, and it shows the number of the sound, the sound
	    name, and the .voc name in the .grp file.

4.66 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.

4.67 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!

4.68 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.

4.69 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.

4.70 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.
 
--------------------------------------------------------------
THE PLUTONIUM PAK IS REQUIRED TO MAKE THE FOLLOWING EFFECTS!!!
--------------------------------------------------------------
4.71 Lightning and Thunder
	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!

4.72 One Way Teleporters
	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 telporter to have any sound effects or flash when
          entered, make the palette anything above 0.  You're done!

4.73 Incremental Rising and Falling Sectors
	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.

=======================
5: INFO AND OTHER STUFF
=======================
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)**
        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 sfxlst10.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: Reserved
        19: Lower ceiling 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: 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:
	 ----------
	 AB - Hollywood Holocaust
	 AB - Red Light District
	 AB - Death Row
	 AB - Toxic Dump (Secret Exit to Launch Facility)
	 LL - The Abyss
	 AB - Launch Facility (Secret Level)
	 AB - Faces of Death (Dukematch Only level)
	 AB - Dukematch Level 1 (Dukematch Only level)

	 Episode 2:
	 ----------
	 AB - Moonbase
	 LL - Incubator
	 LL - Warp Factor
	 AB - Fusion Station
	 AB - Occupied Territory (secret exit to Spin Cycle)
	 AB - Tiberius Station
	 AB - Lunar Reactor
	 AB - Dark Side (secret exit to Lunatic Fringe)
	 AB - Overlord
	 LL - Spin Cycle (secret level)
	 LL - Lunatic Fringe (secret level)

	 Episode 3:
	 ----------
	 LL - Raw Meat
	 LL - Bank Roll
	 LL - Flood Zone
	 LL - L.A. Rumble
	 LL - Movie Set (secret exit to Tier Drops)
	 LL - Rabid Transit
	 LL - Fahrenheit
	 LL - Hotel Hell (secret exit to Freeway)
	 AB - Stadium
	 LL - Tier Drops (secret level)
	 AB - Freeway (secret level)

       Episode 4:
       ----------
       RP - It's Impossible
       AB - Duke Burger
       GB - Shop N Bag
       AB - Babe Land
       RP - Pigsty
       ?? - Going Postal (was not in DUKELVLS.TXT)
       KS - XXX Stacy
       KS - Critical Mass
       AB - Derelict
       RP - The Queen
       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, all 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)
	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 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 Apogee 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 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: 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 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
=====================
	  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!

  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 cam 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!

7.2 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...]

	    This is all the information I have on this topic.  If you have ANY
	    information on this program, PLEASE leave me a message at Apogee.  My
	    name on there is jonahb.  Any information would be appreciated.

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.elitegames.com (my personal favorite)
	  www.kinglink.com/duke3d.html
        ftp.cdrom.com
        head2head.com
        (If you have it) AOL: Keyword: 3D Realms
        Post them to:
        alt.games.apogee
        alt.games.duke3d
