==================================
SECTION 4 - MAKING ALL THE EFFECTS
==================================
   ----------------
   4.0 INTRODUCTION
   ----------------
#  4.0.1 Introduction

   ---------
   4.1 DOORS
   ---------
#  4.1.1 Doom Type Doors
#  4.1.2 Adding Sounds to Doors
#  4.1.3 Reversed Doom Type Doors
#  4.1.4 Splitting Doom Doors
#  4.1.5 Swinging Doors
#  4.1.6 Swinging Glass Doors
#  4.1.7 Problems and Fixes with Swinging Doors
#  4.1.8 Sliding Star Trek Doors
#  4.1.9 Splitting Star Trek Doors
#  4.1.10 Teeth Doors
#  4.1.11 Another Way To Do Teeth Doors
#  4.1.12 Sliding Doors
#  4.1.13 See Through Sliding Doors
#  4.1.14 Rotating Subway Doors
#  4.1.15 Making Doors Auto Close
#  4.1.16 Making Locked Doors

   (See sections 4.11.1 - 4.11.4 for switch operated doors)

   --------------------
   4.2 PARALLAXED SKIES
   --------------------
#  4.2.1 Correctly Parallaxed Skies
#  4.2.2 Problems And Fixes With Parallaxing

   --------------------
   4.3 LIGHTING EFFECTS
   --------------------
#  4.3.1 Making Lights Blink
#  4.3.2 Making Lights Blink When Shot
#  4.3.3 Open Door & Room Lights Up
#  4.3.4 Light Switches
#  4.3.5 Colored Lights
#  4.3.6 Pulsating Lights

   ------------------
   4.4 MOVING SECTORS
   ------------------
#  4.4.1 Rotating Sectors (Gears)
#  4.4.2 Using Rotating Sectors for Doors
#  4.4.3 Two-Way Trains
#  4.4.4 One Car Subways
#  4.4.5 Making Multi-Car Subways
#  4.4.6 Notes On Subways

   --------------------------
   4.5 GENERAL SECTOR EFFECTS
   --------------------------
#  4.5.1 Earthquakes
#  4.5.2 Rooms Over Rooms
#  4.5.3 Stretching Sectors
#  4.5.4 Conveyor Belts & Water Current
#  4.5.5 Making Curtains Draw Back
#  4.5.6 The Pool Table
#  4.5.7 Fish Tanks

   ---------
   4.6 WATER
   ---------
#  4.6.1 Submergible Water
#  4.6.2 Sloped Water Sectors
#  4.6.3 Swimming in Slime
#  4.6.4 Making Waves
#  4.6.5 The Rising Water Effect
#  4.6.6 Level Over Level Water Trick
#  4.6.7 Timed Underwater Airlocks (Complex)
#  4.6.8 Rising Water on Sloped Surfaces (Complex)

   --------------------------
   4.7 WALLS AND WALL EFFECTS
   --------------------------
#  4.7.1 Masked Walls
#  4.7.2 One-Way Walls
#  4.7.3 Forcefields and Controlling Them
#  4.7.4 Wall Information

   -----------
   4.8 MIRRORS
   -----------
#  4.8.1 Mirrors
#  4.8.2 Problems and Solutions with Mirrors
#  4.8.3 Making the Two Way Mirror

   ---------------
   4.9 TELEPORTERS
   ---------------
#  4.9.1 Teleporters
#  4.9.2 Sewer Holes & Silent Teleporters
#  4.9.3 One Way Teleporters (Version 1.4 or 1.5 Required)
#  4.9.4 Version 1.3D One Way Teleporters

   ---------------------
   4.10 ENDING THE LEVEL
   ---------------------
#  4.10.1 Nuke Buttons
#  4.10.2 Ending Sectors
#  4.10.3 Ending Sectors with Messages

   -------------------
   4.11 SWITCH EFFECTS
   -------------------
#  4.11.1 Switch Activated Doors
#  4.11.2 Combination Door Switches
#  4.11.3 Another Version of Combo. Switches (Version 1.4 or 1.5 Required)
#  4.11.4 Multi-Door Switches

   ----------------
   4.12 C-9 EFFECTS
   ----------------
#  4.12.1 C-9 Canisters (Visible)
#  4.12.2 Switch Activated Explosions
#  4.12.3 Touchplate Activated Explosions
#  4.12.4 Cracked Walls
#  4.12.5 Fixing The 'Texture Problem'
#  4.12.6 Making the Ceiling Blow Up (And Enemies Fall From the Sky!)

   -------------------------------
   4.13 SECTORS THAT RISE AND FALL
   -------------------------------
#  4.13.1 Lifts
#  4.13.2 Switch Operated Lifts
#  4.13.3 Locked Lifts
#  4.13.4 Elevator Transports
#  4.13.5 Constructing Destructible Buildings
#  4.13.6 Crushers (Engine Pistons)
#  4.13.7 Making the Ceiling Fall Upon an Explosion
#  4.13.8 Rotating & Rising Sectors
#  4.13.9 Making Ceilings and Floors Drop Down
#  4.13.10 Incremental Rising and Falling Sectors (V. 1.4 or 1.5 Required)

   ----------------------------
   4.14 MUSIC AND SOUND EFFECTS
   ----------------------------
#  4.14.1 Types of Sound Effects
#  4.14.2 Adding Your Own Music and SFX
#  4.14.3 Sector Activated Sounds
#  4.14.4 Making Phones Ring

   -------------------------
   4.15 WORKING WITH SPRITES
   -------------------------
#  4.15.1 Working With Sprites
#  4.15.2 Security Cameras
#  4.15.3 Vents
#  4.15.4 "3D" Bridges
#  4.15.5 Demo Cameras
#  4.15.6 Spawning Stuff
#  4.15.7 Active Tripbombs
#  4.15.8 Making the Mini-Boss
#  4.15.9 Exploding Helicopter & Car
#  4.15.10 Cranes

   -----------------------------
   4.16 MULTIPLAYER LEVEL MAKING
   -----------------------------
#  4.16.1 Dukematch & Co-op Starting Positions
#  4.16.2 Making Items Appear Only In Multiplayer
#  4.16.3 Making Duke TAG Levels (Version 1.4 or 1.5 Required)

   ------------------
   4.17 MISCELLANEOUS
   ------------------
#  4.17.1 Glass
#  4.17.2 Secret Areas
#  4.17.3 Shooters
#  4.17.4 Turning Shooters Off
#  4.17.5 Difficulty Settings
#  4.17.6 Signs That Fall When Shot
#  4.17.7 Lightning and Thunder (Version 1.4 or 1.5 Required)
#  4.17.8 Making Rain
#  4.17.9 Forcing Duke To Start Weaponless

==================================
SECTION 4 - MAKING ALL THE EFFECTS
==================================
----------------
4.0 INTRODUCTION
----------------
4.0.1 Introduction

      This section of the FAQ covers every known effect available to the map
      designer.  Due to the number of effects available, this section is
      quite lengthy.  The tutorial map is divided into sections, so look at
      the "Map Name" section of each how-to to find out which map and section
      the effect is shown in.

---------
4.1 DOORS
---------
4.1.1 Doom Type Doors
      Map Name: TUTORIAL.MAP (ROOM 1-A)

      This how-to explains how to make one of the most common doors found in
      the game: "Doom" doors.  These types of doors rise from the floor into
      the ceiling, and are quite easy to make.

  STEP 1: Draw your door sector in 2D mode.  Move the pointer over the door
          sector, and give the door sector a lotag of 20 (press the [T] key
          when the mouse pointer is inside the door sector).
  STEP 2: Enter into 3D mode and give the door frame (the walls of the door
          sector) some nice textures.  Move the pointer over each wall and
          press the [O] (the letter, not the number zero) key.  This will
          prevent the walls from "moving" with the door as it travels
          (don't press the [O] key and see what happens - it's very
          unrealistic).
  STEP 3: Now enter into 3-D mode, and lower the ceiling of the door sector
          all the way to the floor.  Then texture the door itself.

4.1.2 Adding Sounds to Doors
      Map Name: TUTORIAL.MAP (ROOMS 1-A through 1-I)

      To add sound effects to a door (the sound of the door opening and
      closing) follow these simple steps:

  STEP 1: Place one music and sound effect sprite (#5) in the door sector.
  STEP 2: Give the music and sound effects sprite a lotag value equal to
          the sound you wish to play.  A listing of sound effect numbers
          can be found in the zip file that this FAQ came in.  Values of
          166 through 168 are good values, but use what you want (anything
          other than a door sound isn't very realistic however).

4.1.3 Reversed Doom Type Doors
      Map Name: TUTORIAL.MAP (ROOM 1-B)

      This how-to explains how to make the reversed version of the Doom Type
      door.  This type of door lowers from the ceiling into the floor, and
      is quite easy to make.

  STEP 1: Draw your door sector in 2D mode.  Move the pointer over the door
          sector, and give the door sector a lotag of 21 (press the [T] key
          when the mouse pointer is inside the door sector).
  STEP 2: Now enter into 3-D mode, and raise the floor of the door sector
          all the way to the ceiling.  Then texture the door itself.

4.1.4 Splitting Doom Doors
      Map Name: TUTORIAL.MAP (ROOM 1-C)

      This type of door splits in the middle horizontally, with the top half
      rising to the ceiling and the lower half lowering to the floor.  These
      doors are constructed exactly as regular Doom-Type doors, with the
      following changes:

      1. The sector lotag should be 22.
      2. The floor and ceiling of the door sector should meet in the middle
         of the door itself.

      NOTE: The height of the door should be an even value, to ensure that
      the top or bottom half does not need to travel farther than it should
      (which can cause some problems).  The value you should use is the
      number of times that you must press the PGUP key to raise the ceiling
      from floor height to the height you want.

4.1.5 Swinging Doors
      Map Name: TUTORIAL.MAP (ROOM 1-D)

      Swinging doors are possibly the coolest and most useful doors in Duke
      Nukem 3D, but they can be a pain to construct.  Follow these steps,
      however, and you should be able to make a working swinging door.

  STEP 1: Create the room and the hallway that the door will separate.  The
          ceiling height of the hallway should be the height of the door.
          The hallway and the room should be two separate sectors (there
          should be a red line between these two sectors in 2D mode).
  STEP 2: Create the door sector on the side of the red line that the door
          will swing in to.  This sector should be valid player space.  In
          3D mode, raise the floor of this sector to the height that you
          want the door to be (or you can lower the ceiling; whichever you
          prefer).
  NOTE 1: The door sector should be made within another, valid sector.
  STEP 3: Now move the door sector to where it should be.  One side of the
          door should be in the exact position as the red line separating
          the hallway from the room (i.e. - two of the vertices of the door
          should sit exactly on top of the two vertices of the hallway and
          room junction).
  NOTE 2: The door should be in the sector in which it will swing into.  If
          it is not, some big problems can occur.
  STEP 4: Give the door sector a sector lotag value of 23.
  STEP 5: Place one sector effector sprite in the door.  Give this sprite a
          lotag value of 11, and a unique hitag value.  Now you need to
          move the sector effector at the pivot point for the door.  Turn
          off the grid lock feature by pressing the [L] key in 2D mode.
          Move the sector effector sprite as close to the pivoting corner
          of the door as you can, but *do not* place this sprite on the
          corner itself.  Zoom in as far as you can possibly go in 2D mode
          to see just where you are putting it.
  STEP 6: Now you need to set the angle for the door.  If you want the door
          to swing in a clockwise direction, point the sector effector up.
          If you want the door to swing in a counter-clockwise direction,
          point the sector effector down.
  STEP 7: Place one Music&SFX sprite in the door.  Give this sprite a lotag
          value of 165.  You are now finished!  Take a look at the tutorial
          map if you don't quite understand.
  NOTE 3: Swinging doors will not work correctly in any of the following
          situations:
          * If the floor or ceiling is sloped.
          * If the door swings into another sector.
          * If the door is not a valid player space sector.
          
4.1.6 Swinging Glass Doors
      Map Name: TUTORIAL.MAP (ROOM 1-E)

      Swinging glass doors look great and add a nice touch to virtually
      any level.  They aren't easy, however, so follow these instructions
      very carefully.

  STEP 1: Create a swinging door (see the swinging door how-to) but do not
          raise the door sector up from the floor.
  STEP 2: At the end of the door farthest from the pivot point (or farthest
          from the sector effector with lotag 11 - same thing) create a
          small square sector inside of the door.  This sector should *NOT*
          be valid player space (i.e. - the walls of this sector should be
          white).
  STEP 3: Mask the outermost red line of the door itself, changing the mask
          texture to the glass texture.  The [M] key in 3D mode creates a
          masked wall.  Press the [B] and [H] keys on this mask.  A point
          can be inserted on this line (before masking it) if desired,
          in order to prevent the glass texture from being as long as the
          door.
  STEP 4: Lower the ceiling of the door sector a few [PGDN] units (2 works
          nicely) and raise the floor of the door sector a few [PGUP] units
          (again, 2 works nicely).  You're done!  Take a look at the
          tutorial map if you don't quite understand.

4.1.7 Problems and Fixes with Swinging Doors
      Map Name: NONE

      The following is a list of common problems and their solutions for
      working with swinging doors.

    PROBLEM  1: My door disappears when it opens!  What do I do?
    SOLUTION 1: The problem here is that a corner of your door is actually
                going *outside* of your map (into nothingness) and is
                causing your door to disappear.  Either move the sector
                effector sprite with the lotag of 11 closer to the vertex
                of the door, or angle the corner that travels outside the
                map.  Also make sure that you are not building a door that
                swings in sectors of different height or sloped sectors.
    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 point 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 the sector effector sprite is actually
                INSIDE of the sector, and NOT on a line of the sector.
    PROBLEM  6: When I open one swinging door, a completely different door
                opens up.  What's the deal?
    SOLUTION 6: The hitags for your sector effector sprites are the same.
                You must use UNIQUE hitags for doors that you want to open
                separately.

4.1.8 Sliding Star Trek Doors
      Map Name: ADVANCED.MAP (ROOM 1-A)

      Sliding Star Trek doors are difficult to make, but they are a cool
      addition to most any level.  Because this type of door is so complex to
      make, a step by step construction has been placed in the tutorial map.
      Take a look at it to see what to do, and even copy the sectors if you
      want.

    NOTE 1: The texture of the door will be "squished" when the door is
            opened.  There is no way around this problem.
    NOTE 2: The door sound will sound twice for some reason.  Again, there
            is no way around this problem.

4.1.9 Splitting Star Trek Doors
      Map Name: ADVANCED.MAP (ROOM 1-B)

      This is a more complex version of the sliding star trek door, and it is
      by far one of the coolest doors in the game.

  STEP 1: Create a sliding star trek door.
  STEP 2: Raise the floor of this door about halfway up, and lower the
          ceiling about halfway down (the ceiling and floor should meet in
          the middle of the door).
  STEP 3: Change the door sector lotag value from 9 to a value of 26.  You're
          all done!  Take a look at the tutorial example if you don't quite
          understand.

4.1.10 Teeth Doors
       Map Name: TUTORIAL.MAP (ROOM 1-F)

       This door never appears in the game (it has a few minor problems) but
       it is very cool.

  STEP 1: Create a sector for the door, and two square sectors inside the
          door sector (for the teeth of the door).  All these sectors should
          be valid player space.
  STEP 2: Lower the teeth sector floors down until you can no longer see the
          floor (even when looking down at an angle).
  STEP 3: Give the door sector a sector lotag value of 29 and a unique sector
          hitag value.
  STEP 4: Place one sector effect in each tooth sector.  Give each sector
          effector sprite a sprite lotag value of 22.  Also give each sector
          effector sprite a sprite hitag value equal to the door sector hitag
          value.  You're done!  Look at the tutorial map if you don't quite
          understand.
  NOTE 1: This door must start in the open position for it to properly work.

4.1.11 Another Way To Do Teeth Doors
       Map Name: TDOOR2.MAP

       This is an effect created by Jaap Menist.  The how-to text file can
       be found in the zip file that this FAQ came in (the how-to is very
       long).  The name for this file is TDOOR2.TXT.  This is a very
       difficult door to construct, but it ends in a very cool effect.

       NOTE: Using this method, the door can start in the closed position.

4.1.12 Sliding Doors
       Map Name: ADVANCED.MAP (ROOM 1-C)

    Again, due to the extremely difficult task of explaining this how-to, I
    have provided a step by step example in the tutorial map, showing how
    to make this door.  Just take a look at the example and it should make
    sense (it goes step by step in the building process.

4.1.13 See Through Sliding Doors
       Map Name: STHRUSLD.MAP

      This is an effect created by Jaap Menist.  The how-to text file can
      be found in the zip file that this FAQ came in (the how-to is very
      long).  The name for this file is STHRUSLD.TXT.  This is a very
      difficult door to construct, but it ends in a very cool effect.

4.1.14 Rotating Subway Doors
       Map Name: TUTORIAL.MAP (ROOM 1-G)

       This type of door constantly revolves in a circle, much like the doors
       you find in an airport or subway station.

  STEP 1: Create your door sector to be rotated.  The sector should be valid
          player space.  Raise the floor of the door up to the ceiling (or
          lower the ceiling to the floor).
  STEP 2: Place one sector effector sprite in the middle of the door sector.
          Give this sprite a lotag value of 1.  Give it a unique hitag value.
          If you want this door to rotate counter-clockwise, angle the sprite
          straight down.  If you want the door to rotate in a clockwise
          manner, angle the sprite straight up.
  STEP 3: Place one sector effector sprite somewhere else in the door sector.
          Give this sprite the same hitag value you gave the sprite in step
          2.  Leave the lotag value as 0.  Change the angle of this sprite
          to point straight down.  You are now finished - take a look at the
          tutorial map if you don't quite understand.
  NOTE 1: Several versions of this door can be made.  Look at the tutorial
          example to see the different versions in action.

4.1.15 Making Doors Auto Close
       Map Name: TUTORIAL.MAP (ROOM 1-H)

       To make any door auto-close, place one sector effector sprite in the
       door sector, and give it a lotag value of 10.  The hitag value is the
       delay that the door will wait before it closes.  A value of 32 is one
       second, 64 is two seconds, and so on.

4.1.16 Making Locked Doors
       Map Name: TUTORIAL.MAP (ROOM 1-I)

       To make a locked door (that must be opened with a keycard) follow
       these steps:

  STEP 1: Place an access pad sprite (#130 or #170) somewhere in your map.
          Give it a hitag value of 212.  Give it a unique lotag value.
  STEP 2: Place an ActivatorLocked sprite (#4) in the door sector.  Give
          this sprite the same lotag value you gave the access pad.
  STEP 3: Place a key sprite (#60) somewhere in your level.
  STEP 4: Change the palette of *both* the key and the access pad (use
          [ALT]+[P] in 3D mode) to the following values to make one of the 3
          different kinds of keys and locks:
          0 = Blue
          21 = Red
          23 = Yellow

--------------------
4.2 PARALLAXED SKIES
--------------------

4.2.1 Correctly Parallaxed Skies
      Map Name: TUTORIAL.MAP (ROOM 2-A)

      Parallaxed skies present the player with the feeling of being outside,
      but can be problematic if not constructed correctly.  Follow these
      simple steps:

  STEP 1: Change the texture of the ceiling or floor that you wish to
          parallax.
  STEP 2: Move the mouse cursor over the area you want parallaxed and
          press the [P] key.

      To prevent the space textures from killing you when you walk under
      them, change the palette value of the parallaxed floor or ceiling (or
      both) to 3.

      There are 3 types of parallaxing.  Press the [CTRL]+[P] key combination
      to cycle through the types of parallaxing.

      To make the walls look parallaxed (used in the space levels to make it
      look as if Duke looks into space), create several sectors along the
      sides of the main parallaxed sector, change the floor and ceiling
      texture to the same texture that the main sector has, and parallax
      both the floor and ceiling of these side sectors.  Then lower the
      ceiling down to the floor.  Take a look at the tutorial map if you do
      not quite understand.

4.2.2 Problems And Fixes With Parallaxing
      Map Name: NONE

  PROBLEM  1: My sky is screwed up!  It shows one picture, and then to the
              side of that another, and another, etc.  What's the deal?
  SOLUTION 1: The textures that use more than one frame (such as the
              space texture) usually are the cause of this problem.
              For example, the space texture uses six textures; the first 
              texture and five after that.  When you use a texture such
              as this *anywhere* in your level, it becomes impossible to
              have one (and only one) texture parallaxed elsewhere in your
              map.  So suppose I have the space texture somewhere in my
              level, and I want to parallax a texture that only has one
              frame.  If I try to parallax this second texture, it will
              show the texture I'm using, the frame after that (a sprite
              let's say), the frame after that, etc.  The solution for this
              is basically this: use the same texture everywhere.  If you
              want to just use a one frame texture, you must change *all*
              the multiple frame sky textures to single frame sky textures.

  PROBLEM  2: I'm not using multiple frame sky textures, and it still looks
              weird.  What am I doing wrong?
  SOLUTION 2: This problem occasionally occurs upon first parallaxing a
              sector, and can be resolved by saving your level, exiting
              from Build, and then reloading your level.

--------------------
4.3 LIGHTING EFFECTS
--------------------

4.3.1 Making Lights Blink
      Map Name: TUTORIAL.MAP (ROOM 2-B)

      Blinking lights can add a great mood and sense of environment in any
      user level.  This effect makes lights blink randomly.

  STEP 1: Create a light sector.  This sector can either be in a wall, or
          a ceiling light sector, but it needs to be a sector.  Take a look
          at the tutorial map to see examples of both types of lighting.
  STEP 2: Place one sector effector sprite in each sector you want to light
          up.  Give these sprites a lotag value of 4, and a unique hitag
          value.  The hitag value is the flash randomizing number, so use
          any value you want.
  STEP 3: Set the shade of the walls, floor, and ceiling near your light to
          the shade value you want it to be when the lights are off.  Then,
          set the shade of the sector effector sprites to the shade value
          you want it to be when the lights are on.  You set the shade value
          by pressing the [']+[S] key on the desired wall, ceiling, or floor
          in 3D mode.  You are finished - Look at the tutorial map if you
          don't quite understand.
  NOTE 1: You can make colored blinking lights as well.  Simply give the
          sector effector sprites a palette value equal to the color that
          you want the light to be when flashing.  Both the sectors and the
          sector effector sprites can have different palette values.
  NOTE 2: This effect can *not* be used with the light switch effect.
  NOTE 3: To prevent one side of a red line in 2D mode (a 2 sided wall) from
          being affected by the light effect, give the side of the wall you
          want to not be affected a wall hitag value of 1.

4.3.2 Making Lights Blink When Shot
      Map Name: TUTORIAL.MAP (ROOM 2-C)

      This effect allows you to cause a light to flash randomly once it is
      broken by the player (by the player shooting the light).

  NOTE 1: This effect will not *always* work, but it will sometimes.  The
          randomization of this effect prevents this effect from occurring
          100% of the time, but it will occasionally work.
  STEP 1: Create a light sector.  This sector can either be in a wall, or
          a ceiling light sector, but it needs to be a sector.  Take a look
          at the tutorial map to see examples of both types of lighting.
          If you are constructing a light in a wall, make sure that you lower
          the ceiling of the light sector to the floor, placing the light
          texture on the wall face that appears once you lower the sector
          ceiling to the floor.
  NOTE 2: The light texture that you use, should be breakable (i.e. - when
          you shoot the light, the light texture should change to the
          corresponding broken light texture).
  STEP 2: If you are creating a ceiling light, give the light sector a
          unique sector hitag value.  If you are creating a wall light, give
          the red wall that separates the light sector from the wall sector
          a unique wall lotag value.
  STEP 3: Place one sector effector sprite in each sector you want to light
          up.  Give these sprites a lotag value of 3.  If you are creating
          a wall light, give the sector effector sprite a hitag value equal
          to the wall's lotag value.  If you are creating a ceiling light,
          give the sector effector sprite a hitag value equal to the light
          sector's hitag value.
  STEP 4: Set the shade of the walls, floor, and ceiling near your light to
          the shade value you want it to be when the lights are off.  Then,
          set the shade of the sector effector sprites to the shade value
          you want it to be when the lights are on.  You set the shade value
          by pressing the [']+[S] key on the desired wall, ceiling, or floor
          in 3D mode.  You are finished - Look at the tutorial map if you
          don't quite understand.
  NOTE 3: You can make colored blinking lights as well.  Simply give the
          sector effector sprites a palette value equal to the color that
          you want the light to be when flashing.  Both the sectors and the
          sector effector sprites can have different palette values.
  NOTE 4: This effect *can* be used with the light switch effect.
  NOTE 5: To prevent one side of a red line in 2D mode (a 2 sided wall) from
          being affected by the light effect, give the side of the wall you
          want to not be affected a wall hitag value of 1.

4.3.3 Open Door & Room Lights Up
      Map Name: TUTORIAL.MAP (ROOM 2-D)

      This effect allows rooms to light up when a door is opened (assuming
      that light would come in the door).

  STEP 1: Construct the door and the sectors that you wish to light up.
  STEP 2: Place one sector effector sprite in the door and in each sector
          that you want to light up.
  STEP 3: Change the shade of each sector effector to the shade you want
          the sector it is located in to be when the door is open.  Do
          this by moving the mouse over the sprite, and press the
          [']+[S] keys in 3D mode.
  STEP 4: Change the shade of each wall, ceiling, and floor of the sectors
          you want to light up to the value you want them to be when the
          door is closed.
  STEP 5: Give each sector effector sprite a lotag value of 8 and the same,
          unique hitag value.  You are now finished - Take a look at the
          tutorial map if you don't quite understand.
  NOTE 1: If you do not wish a certain wall to be lit up by this effect (for
          example, the door texture itself), simply give the desired wall a
          wall hitag value of 1.  It is easiest to do this in 3D mode.  Point
          at the wall you wish to assign a hitag, and press the [']+[H] key
          combination.  Then enter the value 1, and press [ENTER].  This
          prevents the selected wall from lighting up (a very useful
          command to use).

4.3.4 Light Switches
      Map Name: TUTORIAL.MAP (ROOM 2-E)

      This effect allows you to create a light switch from which the player
      can toggle a light on or off.

  STEP 1: Place a switch sprite (#712 is the standard light switch) somewhere
          in your level.  Give this sprite a unique lotag value.
  STEP 2: Place one sector effector sprite in each sector that will light up
          when the light is on.  The shade of this sprite determines how
          bright the light will be in that sprite's particular sector when
          the light is on.
  STEP 3: The shade of all walls, ceilings, and floors of the sectors to be
          lit up should be set to the shade they will be when the light is
          turned off.
  STEP 4: Give each sector effector sprite a lotag value of 12.  Give each
          sector effector sprite the same hitag value that you gave to the
          light switch.  You are now finished - Take a look at the tutorial
          map if you don't quite understand.

4.3.5 Colored Lights
      Map Name: TUTORIAL.MAP (ROOM 2-F)

      To create colored lights, simply change the palette of the walls,
      floors, and ceilings you desire to be colored to one of the following
      values (palette is set in 3D mode by pressing the [ALT]+[P] keys when
      the mouse is over the desired object to change):
        1 = Blue
        2 = Red
        7 = Yellow
        8 = Green

      NOTE: Yellow lighting seems to only work on white textures.  On gray or
      other colored textures, the light will look rather dull.

4.3.6 Pulsating Lights
      Map Name: TUTORIAL.MAP (ROOM 2-G)

      Pulsating lights can be used to create some neat effects (moving lights
      to name one).

  STEP 1: Place a Cycler sprite in the sector(s) that you want the light to
          pulsate in.  Change the shade of this sprite to how bright you
          want the light to be when the light is at its brightest point.
  STEP 2: Change the shade of the floor to how dark the sector should be when
          the light is at its darkest point.
  STEP 3: To change the speed of the light pulsing, simply place one GPSpeed
          sprite in the same sector as the Cycler sprite.  A hitag value for
          the Cycler and GPSpeed sprites are not needed (as was previously
          thought to be the case).  Now give the GPSpeed sprite a lotag
          value.  This value is how fast or slow the light will pulsate (the
          higher the value, the faster the light will pulsate).
  NOTE 1: Here is a great bit of information on the speed of Cycler sprites
          when combined with GPSpeed sprites (thanks to Keith Tyson for this
          information).  The cycle length (going from bright to dark to
          bright again) seems to be halved as the GPSpeed lotag value is
          doubled.  Strangely enough, this is the case up to a value of 1023,
          (a value of 1024 doesn't work).  From 1025 to 2047, the above
          pattern is reversed: As the GPSpeed lotag value gets higher, the
          cycle length increases.  A value of 2048 doesn't work either.  A
          simple conversion indicates that a lotag of 1 will produce roughly
          one cycle in 120 seconds (quite slow), while a lotag of 1023 will 
          produce roughly 8 cycles per second (quite fast).
  NOTE 2: Walls with a hitag value of 1 are not affected by the Cycler
          sprite.
  NOTE 3: This effect can be used to create the "rotating" lights found in
          some of the episode 2 levels.  Take a look at those levels to
          see how this is done.

------------------
4.4 MOVING SECTORS
------------------

4.4.1 Rotating Sectors (Gears)
      Map Name: TUTORIAL.MAP (ROOM 2-H)

      This effect allows you to create a constantly rotating sector, such as
      the gears found in the registered levels.

  STEP 1: Create the sector to be rotated.
  STEP 2: Place one sector effector sprite where you want the pivot point for
          this sector to be (it is usually placed in the center).  Give this
          sprite a lotag value of 1, and a unique hitag value.  Now change
          the angle of this sprite to one of the following:
             Up - Sector rotates counter-clockwise
             Down - Sector rotates clockwise
  NOTE 1: This pivot point sprite is not required to be inside the sector
          that will rotate.
  STEP 3: Place one other sector effector sprite somewhere else in your gear
          sector.  Give this sprite the same unique hitag value that you gave
          the first sector effector sprite.  Leave the lotag value set as 0.
          Then set the angle of this sector effector sprite.  The following
          angles have the following related functions:
             Up - All points of sector rotate around pivot point
             Down - Entire sector rotates around pivot point
  STEP 4: If you want sprites and the player to rotate with this sector,
          you must enter 3D mode and press the [R] key on the floor of the
          sector.  This will allow sprites and actors to move with the
          rotating sector.

4.4.2 Using Rotating Sectors for Doors
      Map Name: ROTATEDR.MAP

      Rotating sectors can be used in combination with switches to create
      a very interesting type of door.  The how-to is fairly complicated,
      so a tutorial map (created by Jack Gutzler AKA Captain Massive) has
      been included with this package.

4.4.3 Two-Way Trains
      Map Name: ADVANCED.MAP (ROOM 1-D)

      Two-way trains are very cool and a great addition to any level.  They
      are, however, quite complex to build.

  STEP 1: Create the track for the train (it should be straight), the train
          itself, and two rooms at either end of the track.
  NOTE 1: The train sector should not be split into multiple sectors.
          However, the train can include white-walled (non-valid player
          space) sectors and nested red-lined sectors (take a look at the
          tutorial map to see exactly what is possible).
  NOTE 2: The train should be made on the opposite side of the track from
          which the player will enter first.  And the train should not be
          made right in front of where the player will board it (place the
          train in the middle of the track for now).
  STEP 2: Place three switches on the map: one in the train, and the other
          two in both rooms at either end of the track (i.e. - one in each
          room).
  STEP 3: Give all three switch sprites the same, unique lotag value.
  STEP 4: Place one activator sprite in the train and give it the same lotag
          value that you gave the switch sprites.
  STEP 5: Place one sector effector sprite in the train and give it a lotag
          value of 30.  Give this sprite a hitag value of 1 added to the
          value you gave the switch sprites (so if your switch sprite lotag
          was 10, the hitag value of this sector effector sprite would be
          11).  You now must change the angle value for this sprite.  Point
          it in the direction of the track where the train will start from
          (if your train starts from the left hand side, point the sector
          effector sprite to the left).
  STEP 6: Give the train sector a sector lotag value of 31.
  STEP 7: Place two locator sprites (sprite #6) on your track, one where the
          train will begin and one where the train will stop.  Think of these
          two sprites as reference sprites.  The sector effector sprite that
          you placed in your train sector is a fixed point on your train.
          When the train moves from point to point, the fixed sector effector
          on the train will move over top of the locator sprites.  So place
          these in an appropriate place.  Give the locator closest to where
          the player will first board the train a lotag value of 1 and a
          hitag value of 1.  Do not give the other locator sprite a lotag or
          hitag value (both should remain at the default value of 0).
  STEP 8: In 3D mode, press the [R] key on the floor of your train.  If your
          train has a ceiling, do the same thing.1

  OPTIONAL STEPS

  STEP 9: Create door sectors on each end of the track where the player will
          board and exit the train.  They should be regular Doom-type doors.
          Place one activator sprite in each door sector.  Give the activator
          sprite in the door where the player will first board the train, a
          lotag value of two more than the switch lotag.  For example, if the
          switch lotag (near the door) was 10, the lotag of this activator
          sprite would be 12.
  STEP 10: Give the other activator sprite (in the other door sector) a lotag
           value of one more than the switch sprite lotag.  For example, if
           the switch lotag was 10, the lotag of this second activator sprite
           would be 11.
  STEP 11: Make sure that the door where the player will first board the
           train is in the closed position.  The other door (at the other end
           of the track) should be open.  If this is not set properly, the
           timing of the doors will be off.

4.4.4 One Car Subways
      Map Name: ADVANCED.MAP (ROOM 1-E)

      Subways are not difficult to master, but they do require patience and
      a great deal of work.  But they can be done, and they can be a great
      addition to any level!

  STEP 1: Make the track for the subway.  For this example we will be
          making a simple rectangle room.  Later on, when you get practice
          with the Locator sprites, you will be able to have a track with
          a more realistic look (i.e. - Walls on both sides of the track.
          Here we are just using an open room which the subway will wander
          around in).  Set your textures to whatever you want.
  STEP 2: Make a sector off of this room (or anywhere else for that matter)
          to be a station for the train.  Make sure the sector is valid
          player space, and raise it up from the floor of the track sector
          in 3D mode (this sector will be higher up than the track).
  STEP 3: Make one other rectangular sector that will be the subway car
          itself.  Do not make the car right next to the station, as a
          locator sprite will be needed for that.  Raise the car up out of
          the ground, and make it valid player space.  Choose appropriate
          textures.
  STEP 4: In 2D mode, put the mouse cursor in the subway car sector and
          press the [H] key.  You now will give that sector a hitag of 1.
          This number is an indicator for the cars, so if you had a second
          subway somewhere else on your map, the cars would have a hitag
          of 2.
  STEP 5: Now insert a sprite in the subway car sector by pressing [S]
          in 2D mode.  Now go into 3D mode and press [V] on the newly
          made sprite twice.  Change the sprite into a sector-effector
          sprite.  Place the sprite in the center of the car and change
          the angle of the sprite to be in the direction of the front of
          the car.  The sprite's angle tells the subway in which direction
          it will go.  Press [R] on the floor of the subway (and on the
          ceiling too if your subway has a ceiling.  If it does not have a
          ceiling, leave it alone) in 3D mode.  This makes the floor move
          with the train.
  STEP 6: Go into 2D mode and press [ALT]+[T] on the sprite, and enter
          the value of 6.  This gives the sector-effector sprite a lotag
          of 6 and it makes this car the "engine" of the subway.  When you
          make a multiple car subway, this will be the lead car of the
          subway.  It will pull all of the other cars behind it.
  STEP 7: Now you must place the locator sprites all over the track.  These
          sprites make the actual 'path' of the train.  Place a locator
          sprite near the station and give it a hitag of 1, and leave the
          lotag at 0.  The hitag of 1 tells the subway that it must stop at
          this point of the track and wait for five seconds.
  STEP 8: Now put Locator sprites all around the track.  Put the sprites
          anywhere in your track that you want your train to go.  The train
          will go over all the Locator sprites you put down, so place them
          in the way you want your train to go.
  STEP 9: You now must give the Locator sprites lotags that go in numeric
          order.  For example, the Locator that the train will go to,
          AFTER visiting the station would have a lotag of 1.  The next
          sprite will have a lotag of 2, the next a lotag of 3, and so on.
          This will continue until you get back to the station locator (the
          one with the hitag of 1).  DO NOT GIVE THE STATION LOCATOR A 
          LOTAG!  IT MUST BE LEFT AT 0!  Make sure that you make the track
          for the subway as accurate as possible, as the subway can
          sometimes disappear.  You are all done at this point!

4.4.5 Making Multi-Car Subways
      Map Name: NONE

      Multi car subways are just as easy as one car subways, but it requires
      some work and time.

  STEP 1: Make the first car, or "engine" of the train by following the
          instructions in the above how-to.
  STEP 2: Make several more car sectors behind the engine of the train,
          make them valid player space, and choose appropriate textures
          for the car.  The train cars should *not* be connected, and
          there should be some space between the two.  When the train
          turns around a corner, sometimes the train sectors can overlap,
          causing some strange bugs to appear.  So don't put them too
          close.  Also make sure that the cars are raised out of the
          ground to the appropriate height (whatever you want it to be).
  STEP 3: Give the car sectors a hitag of 1 (not necessary, but it is if
          you have more than one subway on your map.  If you had a second
          subway, the cars hitag would be 2, and so on).
  STEP 4: Put a sector effector sprite in the cars of the train and give
          them a lotag of 14, which means that these cars will follow the
          "engine" of the train.
  STEP 5: You're done (the path for the train should have already been
          made, as you constructed that in the first how-to).

4.4.6 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 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.
   2. The pixel height (height between floor and ceiling) of the train 
      has to have a maximum of 104 in order to run you over. If the 
      pixel height is more than this the train will pass through you 
      instead of killing you (weird eh?).
   3. 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).  

--------------------------
4.5 GENERAL SECTOR EFFECTS
--------------------------
4.5.1 Earthquakes
      Map Name: TUTORIAL.MAP (ROOM 2-I)

      Earthquakes are a neat effect, and easy to make.

  STEP 1: Create the sectors that will be altered during the earthquake (if
          you want any).  Make these sectors look as if the earthquake has
          already happened.
  STEP 2: Place one sector effector sprite in each sector that will be
          affected by the earthquake.  Give each sprite a lotag value of 2.
  STEP 3: Place one Masterswitch sprite in each sector that will be affected
          by the earthquake.  Give each of these sprites the same, unique
          lotag value.
  STEP 4: Raise the sector effector sprites and the Masterswitch sprites to
          the height that you want the affected sectors to be before the
          earthquake.  If you have a sloped sector, place the sprites on the
          sector's axis line.
  STEP 5: Place one Touchplate sprite in the sector that you want to trigger
          the earthquake with.  Give it the same lotag value that you gave to
          the Masterswitch sprites.  You are now finished - Take a look at
          the tutorial map if you still don't understand.
  NOTE 1: To make the earthquake spawn scraps of rock and metal, simply place
          sector effector sprites where you want the scraps to fly from.
          Give each sprite a lotag value of 33.  Then raise the sprite to the
          height that you want the scraps to be spawned from (it doesn't
          matter what that height is).

4.5.2 Rooms Over Rooms
      Map Name: TUTORIAL.MAP (ROOM 3-A)

      Making rooms over rooms can be a complex job, but is quite simple to
      do.  A few simple rules need to be properly followed when constructing
      this effect, and if done properly, this effect can create some cool
      architectural layouts.

      The first rule is simply this: The ceiling of the lower level must be
      lower than the floor of the upper level.  If this isn't the case, your
      level will show some strange anomalies associated with level over
      levels, and some undesired results will show up.

      Another rule also must be followed when constructing your level over
      level sectors.  You cannot "see" the lower level from the upper level,
      and you cannot "see" the upper level from the lower level.  This means
      that you could not make a 2 level house and have a window on the bottom
      floor and a window directly above it on the top floor.

      You should also remember that the vertices of the upper level should
      not connect to any of the walls on the lower level.  The levels must be
      completely independent of each other.  Take a look at the tutorial map
      to see just how it works.

      It is possible to have many layers of sectors over sectors, just make
      sure you keep track of them in Build (it can become quite complex).

4.5.3 Stretching Sectors
      Map Name: TUTORIAL.MAP (ROOM 3-B)

      This effect will stretch a sector in the direction you desire.

  STEP 1: Create the sector that will be stretched (it should be a valid
          player sector).
  STEP 2: Give the sector a sector lotag value of 27.
  STEP 3: Place 3 sprites in this sector: one activator, one sector effector,
          and one GPSpeed sprite.
  STEP 4: Place a trigger (Touchplate or switch) somewhere in your level, and
          give it a unique lotag value.
  STEP 5: Give the activator sprite a lotag value equal to the switch lotag
          value.  Give the sector effector a hitag value equal to the switch
          lotag value.  Also give this sector effector sprite a lotag value
          of 20.  Point the sector effector sprite in the direction that you
          want to stretch the sector.  Now give the GPSpeed sprite a lotag
          value equal to the distance that you want the sector to stretch (a
          value of 1024 is equal to the largest grid square in Build).

4.5.4 Conveyor Belts & Water Current
      Map Name: TUTORIAL.MAP (ROOM 3-C)

      This effect is used to create conveyor belts and water currents.

  STEP 1: Create the conveyor belt sector(s).
  STEP 2: Place one sector effector sprite in each sector, and change the
          angle of the sprite to the direction that you want the movement
          to go.  Give the sector effector sprites a sprite lotag value of
          24.
  NOTE 1: The floor texture may need to be flipped (with the [F] key) or
          placed in relative alignment (with the [R] key) if you are using
          an animated texture (so that the texture animates in the proper
          direction).
  NOTE 2: To make the movement of the sectors go faster, simply place one
          GPSPEED sprite in each sector, giving it a sprite lotag value
          of the speed you want it to travel (higher numbers mean faster
          speeds - 64 and 128 are common values).
  NOTE 3: To create a water current, follow the same steps above, and
          simply give each sector a sector lotag value of 1.
  NOTE 4: To create switch operated conveyor belts, place a switch in your
          level and give it a unique lotag value.  Give the sector effector
          sprite (with the lotag value of 24) the same hitag value as the
          switch lotag value.

4.5.5 Making Curtains Draw Back
      Map Name: TUTORIAL.MAP (ROOM 3-D)

      This effect makes curtains draw back when a switch is flipped (much
      like in the movie theater in episode 1, level 1).

  STEP 1: Create your curtain sector.  It should be valid player space. For
          best visual effects, it is advised to lower the ceiling of the
          sector almost, but not all the way, down to the floor (look at the
          tutorial map to see how it should look).  Give the curtain sector
          a sector lotag value of 27.
  STEP 2: Place a switch sprite somewhere in your level, and give it a unique
          lotag value.
  STEP 3: Place one sector effector sprite, one GPSpeed sprite, and one
          activator sprite in the curtain sector.
  STEP 3: Give the sector effector sprite a lotag value of 20, and a hitag
          value equal to the switch lotag value.
  STEP 4: Give the activator sprite a lotag value equal to the switch lotag
          value.
  STEP 5: Give the GPSpeed sprite a lotag value equal to the distance that
          the curtain sector will travel.  A value of 1024 is equal to the
          largest grid square in Build.
  STEP 6: If the ceiling of your curtain sector does not touch the floor of
          the sector, make sure you set the floor texture to relative
          alignment (by pressing the [R] key in 3D mode on the floor).
  NOTE 1: Make sure that your curtain sector does not travel into the wall it
          is joined to, or a hall of mirrors (HOM) effect will occur.

4.5.6 The Pool Table
      Map Name: NONE

      The pool table (as found in episode 1, level 2) is a great effect to
      add to almost any level.  It is simply 2 rectangular sectors, raised
      to a realistic height.  The pocket sprite (#903) is placed on the
      table in the places that the pockets are found, and the ball sprites
      (#901 and #902) are also placed on the table.  No special tags or
      other values are needed (just make sure to set the palette of the
      pool balls to different values, so the balls don't all look the same).

4.5.7 Fish Tanks
      Map Name: NONE

      The fish tank is quite easy to make.  Simply create the tank itself
      (which is comprised of sectors and masked walls (with the glass texture
      set on them)), and give the water sector a sector lotag of 2.  Then
      place the appropriate sprites (sharks, underwater plants, etc.) in the
      tank.  NOTE: Sharks can bite the player through the glass.

---------
4.6 WATER
---------

4.6.1 Submergible Water
      Map Name: TUTORIAL.MAP (ROOM 3-E)

      Submergible water is a neat effect, and easy to make.

  STEP 1: Create your "source sector" (i.e. - the above water sector).  Give
          this sector a sector lotag value of 1 (by pressing the [T] key
          inside the sector in 2D mode and entering in the value).
  STEP 2: Create a "destination sector" (i.e. - the below water sector).
          Give this sector a sector lotag value of 2.
  NOTE 1: The destination sector should be *exactly* the same size and shape
          as the source sector.  If it is not, the effect will not work
          properly.
  STEP 3: Place one sector effector sprite in the source sector.  Also, place
          one sector effector sprite in the destination sector.  The sprite
          in the destination sector must be in the *exact* same place as it
          is in the source sector.
  STEP 4: Give both sprites a lotag value of 7.  Then give both sprites the
          same, unique hitag value.  You're done - Take a look at the
          tutorial map if you don't quite understand.

4.6.2 Sloped Water Surfaces
      Map Name: TUTORIAL.MAP (ROOM 3-F)

      To make it possible to submerge into an underwater area with a sloped
      floor, simply place the sector effector sprite in the underwater sector
      near the lowest point (the axis line) of that sector.  Do not place the
      sector effector sprite on the axis line itself.

4.6.3 Swimming in Slime
      Map Name: TUTORIAL.MAP (ROOM 3-G)

      To create an underwater area resembling slime, simply give the sector
      effector sprite in the underwater sector a palette value of 8.  This
      is done by pressing the [ALT]+[P] keys on the sprite in 3D mode.

4.6.4 Making Waves
      Map Name: TUTORIAL.MAP (ROOM 3-H)

      To have waves work properly, you must follow a preset rule.  This rule
      isn't too complex, but it must be followed.

  RULE 1: The wave sector(s) must be four-sided.  If they are not, the
          wave will not work correctly.
  STEP 1: Create several four-sided sectors (side by side - they should share
          a red line with their adjacent sector).  Lower these sectors so
          that they are in their lowest position.  Give each sector a sector
          lotag value of 1.
  NOTE 1: If you want the waves to be sloped, remember to set your first wall
          on these sectors.  The first wall should be the same on all of the
          sectors for it to look right.
  STEP 2: Place one sector effector sprite in each sector that you created.
          Give each sprite a lotag value of 29.  Then give each sprite any
          hitag value between 0 and 2047.  This hitag value is the starting
          height of the wave.
  STEP 3: Place one GPSpeed sprite in each sector, and give it any lotag
          value between 0 and 2047.  This value is the height of the
          wave after it starts.
  NOTE 2: If the waves are too high, Duke will not be able to stay afloat
          (provided that the sector is submergible).
  NOTE 3: Wave sectors can be made into submergible sectors by following
          the standard guidelines for submergible water.

4.6.5 The Rising Water Effect
      Map Name: TUTORIAL.MAP (ROOM 3-I)

      This interesting effect simulates water rushing into an area and slowly
      rising (as it would realistically do).

  STEP 1: Create a submergible water area (one above water and one below
          water sector).  See the submergible water how-to for the
          instructions on the construction of this effect.
  STEP 2: Create a sector that the player will pass through, and place one
          Touchplate sprite in this sector.  Give this sprite a hitag value
          of 1 and a unique lotag value.
  STEP 3: For the "source sector" (the above-the-water sector), place the
          following sprites: 1 sector effector, 1 Masterswitch, and 1
          GPSpeed.
  NOTE 1: The GPSpeed sprite is purely optional, but is used in slowing the
          rising effect of the water.
  STEP 4: Give the sector effector sprite a lotag of 31, and a hitag value
          equal to the Touchplate lotag value.  The angle of this sprite
          should also face upwards.
  STEP 5: Give the Masterswitch sprite a lotag value equal to the Touchplate
          lotag value.
  STEP 6: Give the GPSpeed sprite any lotag value you want (the higher the
          number, the faster the water rises; the lower the number, the
          slower the water rises).
  STEP 7: The "above-the-water" sector should look as if the water has not
          yet risen.  Raise the sector effector sprite (with the lotag of
          31) to the height that you want the water to rise to (the water
          will rise to the bottom of the sector effector sprite).
  STEP 8: Place the following sprites in the "under-the-water" sector: 1
          sector effector sprite, 1 Masterswitch sprite, and 1 GPSpeed
          sprite.
  NOTE 2: Again, the GPSpeed sprite is purely optional, but is used in
          slowing the rising effect of the water.  The rate for this sprite
          should also be the exact same as in the "above-the-water" sector.
  STEP 9: Make sure that the underwater sector looks as if the water has
          already risen.
  NOTE 3: It is best if the ceiling of this sector is exactly as high as the
          rising height of the floor in the "above-the-water" sector.
  STEP 10: Give the sector effector sprite you placed in step 8 a lotag value
           of 32, and leave the hitag value as 0.  The angle of this sprite
           should be down, and this sprite should be raised to the height
           that you want the water in this sector to *start* at.
  STEP 11: Give the Masterswitch sprite placed in step 8 the same lotag value
           as the Touchplate lotag value.
  STEP 12: Give the GPSpeed sprite any lotag value you want (the higher the
           number, the faster the water rises; the lower the number, the
           slower the water rises).
  STEP 13: Enter 3D mode while in the "under-the-water" sector and press the
           [O] (the letter o, not the number zero) key on all the walls in
           this sector.  If you do not do this, the effect will look rather
           unrealistic.  You are now finished - take a look at the tutorial
           map if you do not understand.

4.6.6 Level Over Level Water Trick
      Map Name: TUTORIAL.MAP (ROOM 4-A)

      This is an extremely cool effect, and was originally designed by Ben
      Roffelsen.  This effect consists of two individual how-tos, joined
      together in an interesting way.  Using level over level techniques and
      submergible water, a "true submergible water effect" can be constructed
      (i.e. - when you look at the map in the game, and you submerge into the
      water, you will not 'teleport' to another sector, but will appear as
      if you are still in the same area (which you are)).

      Read through this entire how-to before constructing this effect.  Some
      things you might want to consider are towards the end of this how-to.

  STEP 1: Construct the submergible water effect (one above-water sector and
          one below-water sector).  These two sectors should be the exact
          same size and shape.
  NOTE 1: The floor of the above-water sector should be higher than the
          ceiling of the below-water sector.  If this rule is not followed,
          this effect will not work.
  STEP 2: Select the above-water sector (using the right [ALT] key and
          dragging with the mouse pointer to form the selection box).  Turn
          off grid lock by pressing the [G] key.  Move the selected sector
          over the below-water sector.  Make sure that the vertices of the
          above-water sector are as close as they can be without being
          directly on top of the vertices of the below-water sector.
  NOTE 2: Turning the grid lock off is required.  If the vertices of the
          above-water sector are exactly where the vertices for the below-
          water sector are, the sectors will join, and the whole construction
          will be ruined (you'll have to start over).
  STEP 3: Now create a passage from the lower level (where the below-water
          sector is located) to the upper level (where the above-water
          sector is located).  Take a look at the tutorial map to see how
          I did it.
  NOTE 3: You may want to create the passage before moving the above-water
          sector.  This may make it easier to connect the passage with
          another part of your level.

     You are now complete.  Take a look at the tutorial map to see exactly
     how this effect was created.

4.6.7 Timed Underwater Airlocks (Complex)
      Map Name: AIRLOCK.MAP

      Due to the complexity of this effect, I have only provided this effect
      as a tutorial map.  The map was created by Gijs de Vries, and uses a
      two-way train for timing.  The map shouldn't be too hard to pull apart.

4.6.8 Rising Water on Sloped Surfaces (Complex)
      Map Name: SLOPEWTR.MAP

      Due to the complexity of this effect, I have only provided this effect
      as a tutorial map.  The map was created by Gijs de Vries.  This is an
      advanced effect, so take your time in pulling it apart.

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

4.7.1 Masked Walls
      Map Name: NONE

      To make a masked wall, point the cursor at the general location that
      you want the mask to be (the mask must be placed on an existing red
      line somewhere in the level), and press the [M] key.  It is advised
      that you point at the floor and not at the ceiling when placing the
      masked wall.  Now you can change the texture, shade, shift, and most
      anything else about the mask.  Just remember that a masked wall has
      *two* sides, and both sides must be edited.

4.7.2 One-Way Walls
      Map Name: NONE

      One-way walls are just as easy to create as masked walls.  Do the
      exact same thing as you do in the masked walls how-to, this time
      pressing the [1] key.  This time your mask will only have 1 side to
      edit, not 2.  The other side will be invisible, so make sure you have
      the invisible side on the side you want it to be.  The side on which
      you press the [1] key will be the visible side.

4.7.3 Forcefields and Controlling Them
      Map Name: TUTORIAL.MAP (ROOM 4-B)

      Forcefields are an effect that has many uses, but are easy to make.  To
      construct a forcefield, follow these steps:

  STEP 1: Create a masked wall where you want the forcefield to be.
  NOTE 1: This mask should not be on a wall where the player can see the
          wall itself.  Doing so causes the wall texture to shift, which
          makes the effect quite ugly.  Create one buffer sector on either
          side of the forcefield to prevent the player from seeing this
          problem.  Take a look at forcefield #1 in the tutorial map
          to see this error in action.  Then look at forcefields #2 and #3
          to see the "buffer sectors" that make the effect non-visible.
  STEP 2: Change the texture of this mask to one of the following:
          BIGFORCE - Tile #230
          W_FORCEFIELD - Tile #663
  NOTE 2: The BIGFORCE tile is used to make forcefields that are invisible
          during the game, and which do not hurt the player when they player
          touches them.  The W_FORCEFIELD tile is used to make forcefields
          that flicker (you can see them), and the player does get hurt
          when they touch the forcefield.  Forcefields made with the 
          W_FORCEFIELD texture cannot be made invisible.  In the tutorial
          map, forcefields #1, #2, and #4 are made with the W_FORCEFIELD
          texture, while forcefield #3 is made with the BIGFORCE texture.
  STEP 3: While in 3D mode, press the [B] and [H] keys on the masked wall.
          This makes the masked wall block you and other characters from
          walking through the wall, and it makes bullets "hit" this wall.
  STEP 4: Now point at the mask in 3D mode and press the [M] key.  The
          mask will disappear, but all the attributes are left the same.
          You must do this, so that the forcefields will appear in the game.
  
          MAKING THE FORCEFIELD SWITCH OPERATED
          -------------------------------------

  NOTE 1: You should only make forcefields using the W_FORCEFIELD texture
          operated by a switch.  That way you can actually see if the
          forcefield is on or off.
  STEP 1: Give the masked wall a unique lotag.
  STEP 2: Place a switch somewhere in your level and give it the exact same
          lotag value as the masked wall.

4.7.4 Wall Information

      Although they seem basic enough, walls have several hidden features
      that make them a little more complex than generally thought.  The
      first thing that should be mentioned is two sided walls.  Two sided
      walls appear as red lines in 2D mode, and they have two completely
      separate sides with completely unrelated attributes.  If you set the
      shade of one side of a two sided wall to 10, the other side will still
      be zero (or whatever the default for that wall was).  This also means
      that two sided walls have four tags: 2 hitags and 2 lotags (1 each for
      either side).  Below is a list of wall tags and what they can do.

      Hitag = 1 ; Lotag = 0
      A hitag of one is a pretty complex subject. When you give a wall a
      hitag of 1, the wall is EXCLUDED from a certain function or effect.
      I've only seen this tag used in lighting effects such as flickering
      lights, flickering lights when shot, and light switches. If you have
      a sector that is brightened by a light, and you want to exclude a
      wall in the sector from being bright, give it a hitag of 1.  This is
      particularly effective in using the "open door, room lights up"
      effect. Use this to force the door to stay dark while the room
      lights up.   This is a quite useful tag.

      Hitag = 0 ; Lotag = X
      Giving a wall a lotag value of X (any number you want), in addition to
      any "doortile" texture, will transform a door into a "switch".  An
      example of this tag can be seen in Episode 1, Level 2, at the entrance
      to the book store.  The revolving door uses a certain sector-effector
      sprite and a sector tag to make it revolve.  This sector effector and
      sector tag are run by way of an activator. Let's assume that the lotag
      of the activator is 12. You would give the walls of the door a lotag of
      12, so when the player presses space on the door, the sector effector
      sprite function is called, and the effect takes place. This can be used
      in many different ways.

      So what is a "doortile" texture?  It's simply a texture with the name
      doortile appended to it.  The available doortile textures are as
      follows:

      #150 through #159, #395, #447 through #449, #717, #781, #1102, #1144,
      #1169, #1178, #1179, and (only in versions 1.4 and 1.5) #4391.

-----------
4.8 MIRRORS
-----------

4.8.1 Mirrors
      Map Name: MIRRORS.MAP (ROOM #1)

      Mirrors are basically a one-way wall that uses the mirror texture,
      which is texture #560.  Some funny stuff exists with mirrors, but
      when made properly, they can be a great addition to any level.

  STEP 1: Create a one-way wall where you want the mirror to be placed.
          Remember that one-way walls can only be made on red lines in 2D
          mode.  They are created by pressing the [1] key in 3D mode where
          you want the mirror to go.  Change the texture of this one-way
          wall to texture #560.  If you have created this one-way wall
          correctly, you will not be able to see through the mirror texture
          (you will only see a pink background).
  NOTE 1: This mask should not be on a wall where the player can see the
          wall itself.  Doing so causes the wall texture to shift when the
          mirror is broken by an explosive weapon, which makes the effect
          look quite ugly.  Create one buffer sector on either side of the
          mirror to prevent the player from seeing this problem.  Take a
          look at the mirror in the tutorial map to see to see the "buffer
          sectors" that make the effect non-visible.
  STEP 2: Create a sector behind the mirror (on the opposite side from
          which the player will view the mirror), and make it *quite* large.
  STEP 3: In 3D mode, press the [B] and [H] keys when the mouse pointer is
          over the mirror.  This makes the mirror breakable and it can be hit
          by Duke's weapons.
  STEP 4: If you want Duke to say "Damn, I'm looking good" when you press the
          space bar while looking into the weapon, give the side of the
          mirror that the player will look into a wall lotag of 252.  You can
          do this in 3D mode, by pressing the [']+[T] key on the mirror
          texture, and entering the value.  Or you can do it in 2D mode by
          moving the mouse pointer to the side of the mirror the player will
          be on, and pressing the [ALT]+[T] key (make sure the grid is turned
          off).  You're now done - Take a look at the tutorial map if you
          don't quite understand.

4.8.2 Problems and Solutions with Mirrors
      Map Name: NONE

    PROBLEM  : My mirror doesn't show bullet holes when shot.
    SOLUTION : Make sure you are pressing the [1] key in 3D mode (to make a
               one-way mask) instead of the [M] key.  Also make sure that
               the hitscan flag (press [H] on the mirror in 3D mode) is set.

4.8.3 Making the Two Way Mirror
      Map Name: MIRRORS.MAP (ROOM #2)

      This effect allows a 2 way mirror to be made (i.e. - you can go behind
      the mirror and look through it to the other side).

  STEP 1: Create a mirror as described in the mirror how-to.
  STEP 2: Create two very thin sectors that run parallel with the mirror (one
          on one side of the mirror, and one on the other side of the
          mirror).
          Make sure that these sectors are very thin, because they will
          contain the "Hall of Mirrors" effect, and you want this to be as
          unnoticeable as possible.
  STEP 3: Create some way to access the area behind the mirror.  Now you are
          finished with the construction.  Take a look at the tutorial map
          if you don't quite understand.

---------------
4.9 TELEPORTERS
---------------

4.9.1 Teleporters
      Map Name: TUTORIAL.MAP (ROOM 4-C)

      Teleporters are one of the most popular effects to construct, and are
      quite easy.

  STEP 1: Create a sector that the player will start from.  This will be
          known as the "source" sector.
  STEP 2: Create another sector where the player will exit from.  This will
          be known as the "destination" sector.
  STEP 3: Place one ST1 sprite in both the source and destination sectors.
          The angle of these sprites is the angle in which the player will
          face upon teleporting to that particular sector.  Give both sector
          effector sprites the same, unique hitag value, and a lotag value
          of 7.
  NOTE 1: The source and destination sectors do not have to be the exact
          same size for this effect to work properly.

4.9.2 Sewer Holes & Silent Teleporters
      Map Name: TUTORIAL.MAP (ROOM 4-D)

      This effect is the exact same as the regular teleporting effect, with
      the only exception being that no sounds or animations are made upon
      teleporting from the source to the destination sectors.  We will
      construct a square sewer hole for this example.

  STEP 1: Create your source sector and lower the floor down to the point
          that you cannot see it when looking down (I'm assuming that you
          are starting on the upper level).
  STEP 2: Create your destination sector and raise the ceiling up to the
          point that you cannot see it when looking up.
  NOTE 1: The source and destination sectors should be *exactly* alike in
          order for this effect to look its best.
  STEP 3: Place one sector effector in both the source and destination
          sectors.  Give both sprites the same, unique hitag, and give them
          both a lotag value of 7.  Lower the sector effector in the source
          sector down to the bottom of the hole (use [CTRL]+[PGDN] to do this
          quickly).  Raise the sector effector in the destination sector to
          the top of the hole (this time use [CTRL]+[PGUP]).
  NOTE 2: The angle of the sector effectors does not need to be changed.  The
          player's angle upon entry of the source sector is the same when he
          exits the destination sector.
  STEP 4: Raise the sector effector in the source sector up off of the
          ground.  A few [PGUP] units will do fine (5 or 6 seem to work).
  STEP 5: Lower the sector effector in the destination sector down from the
          ceiling.  A few [PGDN] units will do fine (5 or 6 seem to work).
          You're finished!  Take a look at the tutorial map if you don't
          quite understand.

4.9.3 One Way Teleporters (Version 1.4 or 1.5 Required)
      Map Name: ATOMIC.MAP (ROOM #1)

      One way teleporters are a new effect available in versions 1.4 and 1.5
      of Duke Nukem 3D, and they are quite useful.  Follow these steps to
      make this effect work properly:

  STEP 1: Place one sector effector sprite in the sector that the player
          will enter *first* (the teleporting sector).  Give this sprite
          a lotag value of 7 and a unique hitag value.
  STEP 2: Place one sector effector sprite in the sector that the player
          will teleport to.  Give this sprite a lotag value of 23, and a
          hitag value equal to the sector effector hitag in step 1.  The
          angle of the sprite is the direction the player will face upon
          being teleported.  If you do not want the flash or teleporting
          sound effects to play when teleported to this second sector
          effector, change the palette of the sprite to anything above 0.
          If you do want them to play, leave the palette as 0.

4.9.4 Version 1.3D One Way Teleporters
      Map Name: TUTORIAL.MAP (ROOM 4-E)

      This is a way to fool the game into making a one way teleporter
      in version 1.3d of the game.

  STEP 1: Create your source teleporting sector.  Place one sector
          effector sprite in this sector, giving it a lotag value of 7
          and a unique hitag value.
  STEP 2: Place one sector effector sprite where you want the player to
          exit.  Give it the same unique hitag as the sector effector
          sprite in step 1, and give it a lotag value of 7.  Then, lower
          this sprite into the ground until you can no longer see it.
          Take a look at the tutorial map if you do not understand.

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

4.10.1 Nuke Buttons
       Map Name: NONE

       The Nuke Button sprite (#142) is the sprite that you hit to end the
       current level.  Simply place it on a wall and give it a lotag value of
       32767.  To link a Nuke Button sprite to a secret level, change the
       palette value of the sprite to 14, and change the lotag value to the
       level number you want to go to next (if the secret level is level
       number 9, you would make the lotag value equal to 9).

       NOTE: Nuke buttons can also use lotag values of 65535 and 65534 to end
       the current level.

4.10.2 Ending Sectors
       Map Name: NONE

       This allows the player to end a level by walking onto a sector (you
       don't have to press the Nuke Button).  Simply give the sector you want
       the player to end the level on a sector lotag value of 65535 (by
       pressing [T] on the sector in 2D mode).

4.10.3 Ending Sectors with Messages
       Map Name: NONE

       Remember in Episode 1, Level 3 where Duke gets trapped by the aliens
       and the message "We're gonna fry your ass Nukem!" appears?  To
       create the same effect in your level, simply give the ending sector
       a lotag value of 65534.  The same message as above will appear on
       screen.

       Also, give the sector a hitag value of the sound number that you
       wish to play (when the player walks on this sector).

-------------------
4.11 SWITCH EFFECTS
-------------------

4.11.1 Doors With Switches
       Map Name: TUTORIAL.MAP (ROOM 4-F)

       To make a door open by toggling a switch, follow these steps:

  STEP 1: Make the door itself.
  STEP 2: Place a switch sprite somewhere in your level, and give it a
          unique lotag value.
  STEP 3: Place one activator sprite (#2) in the door sector and give it the
          same lotag value as the switch.  If you only want the switch to
          work a fixed number of times, give the activator sprite a hitag
          value equal to the number of times you want the switch to work.
  NOTE 1: It is strongly advised *not* to make this type of door an
          auto-closing door.

4.11.2 Combination Door Switches
       Map Name: TUTORIAL.MAP (ROOM 4-G)

       To make a door open only when a certain combination of switches is
       set, follow these steps:

  STEP 1: Make the door itself.
  STEP 2: Place one ActivatorLocked sprite in the door sector.  Give it a
          unique lotag value.
  STEP 3: Place a number of "dipswitch" sprites (sprites #162, #164, #166,
          and #168) somewhere in your level.  Give each sprite the same
          lotag value you gave the ActivatorLocked sprite.  Now give the
          sprites that need to be "on" in the game a hitag of 1.  When these
          switches are turned to the "on position", the door will then open.

4.11.3 Another Version of Combo. Switches (Version 1.4 or 1.5 Required)
       Map Name: ATOMIC.MAP (ROOM #2)

       Another version of Combination switches is available in versions 1.4
       and 1.5 of Duke Nukem 3D.  The only thing that is different in this
       version is the sprite that you need to use for the switches.  The new
       sprite is a red shooting target (#4359).  Just substitute this sprite
       for the "dipswitch" sprites used in section 4.54.  Then, set the angle
       of the sprite to the direction that you want the target to "lay down"
       (the angle should be opposite of the player's viewpoint in the game).
       Also, make sure that the sprites are flat (i.e. - press the [R] key
       on each sprite once).

       NOTE: These sprites should *not* be on a wall, but should be sitting
       in a sector somewhere (where they can fall over).  You can put them
       on a wall if you want, but it would look rather unrealistic.

4.11.4 Multi-Door Switches
       Map Name: TUTORIAL.MAP (ROOM 4-H)

       This is a useful effect for limiting which rooms a player can enter
       into at the same time.  Just follow these simple steps:

  STEP 1: Make 3 doors and give them appropriate textures and sounds.  Make
          sure that you *DO NOT* place auto-closing sector effector sprites
          in any of these doors!  This can cause some major problems.
  STEP 2: Place the multi-switch sprite (#146) somewhere in your level, and
          give it a unique lotag value.
  STEP 3: Place *two* activator sprites in each door sector (you should have
          six activator sprites in this effect altogether).  You now must
          give these activator sprites the right tags.  The following list
          should help you in tagging these doors properly.

  NOTE 1: The letter X in the table below is the unique value you gave the
          multi-switch sprite in step 2.
  NOTE 2: The first number below is the hitag value, and the second number is
          the lotag value.

                        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)

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

4.12.1 C-9 Canisters (Visible)
       Map Name: TUTORIAL.MAP (ROOM 5-A)

       C-9 is what creates the majority of choreographed explosions in Duke
       Nukem 3D.  To create an explosive can, simply place a sprite where you
       want the can to be.  Change it to either the C-9 sprite (#1247), the
       OOZFILTER sprite (#1079), or the exploding barrel sprite (#1238).  If
       you want to place explosive underwater mines, place the BOUNCEMINE
       sprite (#940).  If you own version 1.4 or 1.5 of Duke Nukem 3D, you
       can use the GUNPOWDERBARREL (#4360) as well.

4.12.2 Switch Operated Explosions
       Map Name: NONE

       This effect allows you to choreograph explosions and set them
       off via a switch.

  STEP 1: Place a switch sprite somewhere in your level.  This will be
          where you set off the explosion from.  Give the switch sprite
          a unique lotag value.
  STEP 2: Place one Masterswitch sprite in *every* sector that you want
          an explosion to take place in.  Give every single Masterswitch
          sprite the same lotag value that you gave the switch.  If you
          want to create a delay between flipping the switch and the
          first explosion, give the Masterswitch a hitag value of the
          delay you wish to have.
  STEP 3: Place C-9 sprites (#1247) everywhere you want an explosion to
          take place.  You can raise the sprites to where you want,
          creating some nicely choreographed explosions.
  NOTE 1: Placing a large number of C-9 sprites can cause your computer
          to slow drastically if you are running on a slower processor.
  STEP 4: Shrink each C-9 sprite as far as you can width wise.  This can
          be done by using the [5]+[4] key combination on the *numberpad*.
          When the sprites shrink no farther, you know that you are as
          small as you can get.
  STEP 5: Give every C-9 sprite a hitag value equal to the lotag value
          that you gave the switch in step 1.
  STEP 6: Now give each C-9 sprite any lotag value that you want.  The
          lotag value for each C-9 sprite is the delay that the C-9
          will wait before exploding.
  NOTE 2: A lotag value of 0 on the C-9 sprites will cause these
          sprites to *not* explode.  Make sure that the lotag value is
          greater than 0.
  NOTE 3: A lotag value of 96 is roughly one second.  Experiment to find
          out what is best for your situation.

4.12.3 Touchplate Activated Explosions
       Map Name: TUTORIAL.MAP (ROOM 5-A)

       To create Touchplate activated explosions, follow the exact same
       procedure in the above section (switch operated explosions).
       The only change here is that you replace the switch sprite with
       a Touchplate sprite.

4.12.4 Cracked Walls
       Map Name: TUTORIAL.MAP (ROOM 5-B, HOLE #1)

       This effect is what allows the player to launch some sort of explosive
       at a crack in a wall, generally forming a hole in the wall in which
       the player can walk through.

  STEP 1: Create your "hole" sectors where you want the hole to be.  They
          all should be valid player space.  You can use as many sectors as
          you want, but the more sectors you use, the more work you will
          have to put into this construction.  Make this hole look like you
          want it to look *after* the explosion has occurred.  You can tilt
          the floor and ceiling as much as you want as well.
  NOTE 1: The floor and ceiling should fit perfectly when lowered together
          (i.e. - the slope amount for each should be the *exact* same).
          This is not required, but it certainly makes the effect look
          better.
  STEP 2: Place a crack sprite (#546, #547, #548, or #549) on the wall in
          front of the hole sectors.  Give the crack sprite a unique hitag
          value.
  NOTE 2: It is recommended to make the crack sprite slightly transparent.
          This can be done by pressing the [T] key on the sprite while in
          3D mode.
  STEP 3: Place one sector effector sprite in each hole sector.  Give each
          sprite the same hitag value that you gave the crack sprite.  Now
          give each a lotag value of 13.
  STEP 4: Place C-9 sprites throughout your hole if you want to have
          explosions when the hole is blown open.  If you do not wish to
          have any explosions take place, skip this step.  Shrink each C-9
          sprite as far as you can width wise (with the [4]+[5] key
          combination on the *numberpad*).  When the sprites shrink no
          farther, you know that you are as small as you can get.  Give
          each C-9 sprite the same hitag value that you gave the crack
          sprite.  Now give each C-9 sprite a lotag value equal to the
          delay that you want the C-9 to have before exploding.
  STEP 5: You are now completely finished!  Take a look at the tutorial
          map if you do not fully understand.

4.12.5 Fixing The 'Texture Problem'
       Map Name: TUTORIAL.MAP (ROOM 5-B, HOLE #2)

       This is a common problem that occurs when making cracked walls and
       it can make a level look very ugly.  The problem is that, when a
       cracked wall is blown up, the textures above and below the hole
       misalign.  To fix this problem, simply press the [O] (the letter o,
       not the number zero) key on the misaligned walls in 3D mode.  The
       problem will correct itself, and will be correct in the game.  The
       tutorial map shows the effect with this problem, and without this
       problem.  Note that no aligning is needed on the textures at all.

4.12.6 Making the Ceiling Blow Up (And Enemies Fall From the Sky!)
       Map Name: TUTORIAL.MAP (ROOM 5-C)

       First seen in Episode 1, Level 2, this effect is one of the coolest,
       and one of the most complex effects there is.  When constructed
       correctly, this effect can look *quite* nice.

  STEP 1: Construct the sector that will explode.  Make it look as if the
          explosion has already taken place.  The ceiling for this sector
          should have a parallaxed sky, and this texture *MUST* appear
          in at least one other place on the map.  If it does not, this
          effect will not work correctly!  If you are not using parallax
          in your level, simple parallax the ceiling of the sector you
          will make in step 3.
  STEP 2: Place one Touchplate sprite in the sector that you want to
          trigger the explosion from.  Do *not* place this Touchplate in
          the sector that will explode.  Give this Touchplate sprite a
          hitag value of 1 and a unique lotag value.
  STEP 3: Create a small sector in an area of your map that will never be
          accessed by the player (i.e. - this sector should be by itself in
          the corner of your map or somewhere of the sort).  In this sector,
          place one C-9 sprite.  Give this C-9 sprite a hitag value equal to
          the lotag value of the Touchplate, and leave the lotag set as 0.
          Also place one Masterswitch sprite in this sector.  Give this
          Masterswitch sprite a lotag value equal to the Touchplate lotag
          value, and leave the hitag value set at 0.
  STEP 4: Place 2 sector effector sprites in the sector that will explode.
          Give one of these sprites a lotag value of 33, and leave the hitag
          set at 0.  Then give the other sprite a lotag value of 13 and a
          hitag equal to the Touchplate lotag value.  Raise the sprite with
          the lotag of 33 as far up as it goes (press [CTRL]+[PGUP] to do
          this).  Raise the sprite with the lotag of 13 to the height of the
          ceiling of the surrounding sector.  This part can be tricky, as you
          must make the sector effector with lotag of 13 *exactly* as high as
          the ceiling of the surrounding sector, or it won't look right.
  NOTE 1: The angle for the sector effector sprite with the lotag of 13
          should be straight down.  If it is not, this effect will not
          work properly.
  STEP 5: Place a few Respawn sprites (#9) in the sector that will explode,
          giving each a lotag value equal to the Touchplate lotag.  Give
          each a hitag value equal to the sprite number that you wish to
          spawn.  Raise each sprite up to the ceiling level.
  STEP 6: Place one more sector effector sprite in the sector that will
          explode and give it a hitag equal to the Touchplate lotag.  Also
          give this sprite a lotag of 8.  This simulates the effect of light
          coming in through the hole, so make sure that the surrounding
          sector shade and the shade of the exploding sector is darker than
          0.  Leave the shade of this sprite set at 0 (it isn't required to
          be left at zero - just as long as the shade is brighter than the
          surroundings).
  STEP 7: Place some C-9 sprites in the sector that will explode.  Give them
          a hitag equal to the Touchplate lotag, and a lotag equal to the
          delay you wish them to wait before exploding.  Raise these to any
          height that you want.  Be sure to shrink them all the way width-
          wise with the [4]+[5] key combination on the numberpad.  You are
          now finished!  Take a look at the tutorial map if you do not
          fully understand.

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

4.13.1 Lifts
       Map Name: TUTORIAL.MAP (ROOM 5-D)

       Lifts are what make up most kinds of elevators, and are pretty useful
       when it comes to level designing.

  STEP 1: Create your lift sector.
  NOTE 1: The lift sector must have an adjacent sector that is higher than
          the lift in its lowest position.  So when the lift is all the way
          down, there must be an adjacent sector whose floor is higher than
          the lift itself.  If this is not the case, the lift will not work
          properly.
  STEP 2: Give the lift sector one of the following sector lotag values (by
          pressing the [T] key while the cursor is over the sector in 2D
          mode):
                 16 - Starts in raised position & comes down.
                      Stationary ceiling.
                 17 - Starts in lowered position & goes up.
                      Stationary ceiling.
                 18 - Starts in raised position & comes down.
                      Ceiling and floor move together.
                 19 - Starts in lowered position & goes up.
                      Ceiling and floor move together.
  STEP 3: For proper elevator sound effects, place one Music&SFX sprite (#5)
          in the lift sector.  Give this sprite a lotag value of 71 and a
          hitag value of 73.
  NOTE 2: Lifts can be slowed down by adding a GPSpeed (#10) sprite to the
          lift sector.  The lotag value for this sprite is the speed, with
          higher values being faster.
  NOTE 3: Lifts who have a white wall as one side of the lift, and who use
          sector tags 18 or 19, will cause the texture on the white wall to
          move with the lift.  There is no way around this.

4.13.2 Switch Operated Lifts
       Map Name: SWLIFT.MAP

       Lifts can be operated by switches only, which can be quite useful in
       some cases.  It is recommended to take a look at the tutorial map
       (thanks to Jack Gutzler AKA Captain Massive for this map) to see how
       things work reliably.

  STEP 1: Construct your lift.
  STEP 2: Place one activator sprite (#2) in the lift sector.  Give this
          sprite a unique lotag value.
  STEP 3: Place one switch somewhere near the elevator.  Give this switch
          sprite the same exact lotag value that you gave the activator.
  NOTE 1: Only a few switch sprites seem to work with this effect.  Take a
          look at the tutorial map to see which ones work.

4.13.3 Locked Lifts
       Map Name: TUTORIAL.MAP (ROOM 5-E)

       Lifts can also be locked, creating some very cool possibilities for
       puzzles and tricks.

  STEP 1: Construct your lift.
  STEP 2: Place one ActivatorLocked sprite (#4) in your lift sector.  Give
          this sprite a unique lotag value.
  STEP 3: Place a keycard lock sprite somewhere in your level, and give it
          the same lotag value that you gave the ActivatorLocked sprite.
  STEP 4: Set the palette of the keycard lock to your desired color.

4.13.4 Elevator Transports
       Map Name: TUTORIAL.MAP (ROOM 5-F)

       Elevator transports are a neat way to simulate true level over level,
       but they can be a pain to get just right.  This effect simply warps
       you from one lift sector to another, making it appear that a true
       elevator has been used.

  STEP 1: Construct your elevator sectors.  Both sectors must be the *exact*
          size, shape, and the ceiling must be the *exact* distance from the
          floor in each sector.  Also make sure that your texturing and
          shading is the same (to make this effect look realistic).
  STEP 2: Place one sector effector sprite in each elevator sector, and place
          each sprite in the *exact* same spot of each elevator (the sprite
          in the first elevator should be in the same position in relation
          to the elevator sector as the sprite in the second elevator).
          Give both sprites a lotag value of 17, and give both sprites the
          same, unique hitag.
  STEP 3: Change the shade value of the sector effector sprite in the
          starting elevator (the one that the player will enter first) to
          any value darker than the other sector effector sprite in the
          ending elevator.  64 is a good value.
  STEP 4: Give both elevator sectors a sector lotag value of 15 (by pressing
          the [T] key in the sector in 2D mode).  Now, give the sector that
          the player will end on a hitag value of 1.  You are now finished.
          Take a look at the tutorial map if you still need some help.

4.13.5 Constructing Destructible Buildings
       Map Name: TUTORIAL.MAP (ROOM 5-G)

       This effect is used to create destructible buildings, much like the
       one in episode 1, level 2.

  STEP 1: Create the building sectors (that will blow up) and make them look
          as if the building has already been destroyed.  Place one sector-
          effector sprite, one Masterswitch sprite, and one GPSpeed sprite
          in each sector that will be affected.
  STEP 2: Give the GPSpeed a lotag value of how fast you want the building
          to lower during its destruction (a value of 64 is very common).
          Give the sector effector sprite a lotag value of 13, and a unique
          hitag value.  Then give the Masterswitch sprite a lotag value
          equal to the sector effector hitag.
  STEP 3: Place a switch or Touchplate somewhere in your level.  Give it a
          lotag value equal to the Masterswitch lotag.
  STEP 4: Place some C-9 sprites around your building, giving each a hitag
          value equal to the Masterswitch lotag value.  Then set a lotag
          value for each C-9 sprite (this value is the delay before the C-9
          sprite will explode).  Remember to make the C-9 sprites as skinny
          as you can in the x direction (use the [4] key on the keypad).
  NOTE 1: A Masterswitch sprite should be in each sector that a C-9 sprite
          exists.  If this is not the case, the C-9 sprites will not explode.

4.13.6 Crushers (Engine Pistons)
       Map Name: TUTORIAL.MAP (ROOM 5-H)

       This effect creates an engine-piston like sector (the ceiling
       constantly rises and falls to crush the player).

  STEP 1: Create the crushing sector.  The ceiling should be in the uppermost
          position that it will rise to.
  STEP 2: Place one sector effector sprite in the crushing sector, and give
          it a lotag value of 25.  The height of the sector effector
          determines where the crusher will start.
  NOTE 3: If you want to slow down this effect, simply place one GPSpeed
          sprite in the crushing sector and give it a lotag value (the speed
          that you want the crusher to go at).

4.13.7 Making the Ceiling Fall Upon an Explosion
       Map Name: TUTORIAL.MAP (ROOM 5-I)

       This effect is not used in the game, and there aren't too many good
       uses for this effect (it's simply an effect left over from very early
       versions of Duke Nukem 3D).  This effect causes the ceiling to fall
       down when an explosion occurs in the sector.

  STEP 1: Create the sector you want to be affected.
  STEP 2: Place one sector effector sprite in the sector you just created.
          Give it a lotag value of 19.

4.13.8 Rotating & Rising Sectors
       Map Name: TUTORIAL.MAP (ROOM 6-A)

       This effect is used to make some very cool doors and other effects.
       When activated, this effect will cause the floor of a sector to rise
       up and rotate 90 degrees at the same time.

  STEP 1: Create the sector to affect.  This sector should be at the lowest
          point that the sector will ever be.  Give this sector a sector
          lotag value of 30.
  STEP 2: Place one activator sprite and one sector effector sprite in the
          sector.  Give the activator sprite a unique lotag value.  Give the
          sector effector sprite a hitag value equal to the activator sprite
          lotag value.  Leave the lotag value of this sprite set at 0.
          Raise the sector effector sprite to the height you want the sector
          to rise to.
  STEP 3: Place a switch or Touchplate somewhere in your level.  Give it a
          lotag value equal to the activator lotag.
  STEP 4: Place one sector effector sprite where you want the rotation point
          of the affected sector to be (this point can be outside of the
          sector if you want it to be).  Give this sector effector a lotag
          value of 1, and a hitag value equal to the activator lotag value.

4.13.9 Making Ceilings and Floors Drop Down
       Map Name: TUTORIAL.MAP (ROOM 6-B)

       This effect causes ceilings and floors to drop upon activation.

  STEP 1: Create the sector to be affected.  Give this sector a lotag value
          value of 28.
  STEP 2: Place 3 sprites in the sector: one sector effector, one activator,
          and one GPSpeed sprite.  If you want to drop the floor, proceed to
          the floor heading.  If you want to drop the ceiling, proceed to the
          ceiling heading.

          Dropping Floors
          ---------------
  STEP 3: Make the angle of the sector effector sprite point straight down.
          Give this sprite a lotag value of 21.
  STEP 4: Give the activator sprite a unique lotag value.  Give the GPSpeed
          sprite a lotag value equal to the rate that you want the floor to
          fall at.
  STEP 5: Make sure that the floor of this sector is at the lowest point it
          will be in the game.  Then raise the sector effector sprite to the
          height that you want this floor to raise up to.
  STEP 6: Place a switch or Touchplate sprite somewhere in your level.  Give
          this sprite a lotag value equal to the activator sprite lotag.

          Dropping Ceilings
          -----------------
  STEP 3: Make the angle of the sector effector sprite point straight up.
          Give this sprite a lotag value of 21.
  STEP 4: Give the activator sprite a unique lotag value.  Give the GPSpeed
          sprite a lotag value equal to the rate that you want the ceiling
          to fall at.
  STEP 5: Make sure that the ceiling of this sector is at the highest point
          it will be in the game.  Then lower the sector effector sprite to
          the height that you want this ceiling to lower to.
  STEP 6: Place a switch or Touchplate sprite somewhere in your level.  Give
          this sprite a lotag value equal to the activator sprite lotag.

4.13.10 Incremental Rising and Falling Sectors (Version 1.4 or 1.5 Required)
        Map Name: ATOMIC (ROOM #3)

        This effect is used most often in Duke-Tag levels for showing the
        team score incrementally.  What this effect does, however, is
        raises or lowers a sector incrementally by flipping a switch several
        times (or toggling some other trigger in the level).

  STEP 1: Create the sector that will rise or fall when activated, and
          choose appropriate textures.
  STEP 2: Place one sector effector sprite in this sector.  Give this
          sprite a lotag of 18 and a hitag equal to the amount of units
          moved per activation (one unit is equal to 1 [PGUP] or [PGDN]
          in Build).  Now, set the angle for which part of the sector
          you want to move.  Up makes the floor rise or fall, while down
          makes the ceiling rise or fall.
  STEP 3: Place a switch (or other trigger) somewhere in your level, and
          give it a unique lotag.
  STEP 4: Place one activator sprite in the rising (or falling) sector and
          give it the exact same lotag as the switch.
  STEP 5: Now, you must set the palette of the sector effector sprite you
          made in step 2.  A value of 0 starts the sector at the height you
          set it at in Build, and it rises or falls to the sector effector's
          height.  Anything other than 0 starts the sector at the height of
          the sector effector and lowers or raises it to the adjacent
          sector's height.  Set the height of the sector effector
          accordingly to the palette value (you'll have to play around with
          it to get it just right - this step can be quite tricky).

----------------------------
4.14 MUSIC AND SOUND EFFECTS
----------------------------
4.14.1 Types of Sound Effects
       Map Name: TUTORIAL.MAP (ROOMS 6-C, 6-D, and 6-E)

       There are 4 types of sound effects that are available for use in level
       making.  The first 3 types are covered in this section, while the
       fourth is explained in section 4.72.  The 3 effects covered here all
       use the Music&SFX sprite (sprite #5).

     Activation Sound (ROOM 6-C)
     When used in a sector with a sector lotag, this sound will play when
     the sector's lotag function is activated (i.e. - A door opening).
       Lotag : Number of the starting (or main) sound you want to play.
       Hitag : Number of the ending (or secondary) sound you want to play.
       Placement : In any sector with a sector lotag.

     Ambient Sound (ROOM 6-D)
     When used in a sector without a sector lotag, an ambient sound will be
     played when the player walks near.
       Lotag : Number of the sound you want to play
       Hitag : Maximum distance that the sound can be heard.  A hitag value
               of 1024 equals one of the largest grid squares in Build.
       Placement : Any sector without a sector lotag.

     Echo Effect (ROOM 6-E)
     When used in a sector without sector lotag, all sounds will have an
     echo effect.
       Lotag : 1000 + the amount of echo (from 0 to 255, with 0 being the
               least amount of echo)
       Hitag : Maximum distance that the sound can be heard.  A hitag value
               of 1024 equals one of the largest grid squares in Build.
       Placement : Any sector without a sector lotag.

4.14.2 Adding Your Own Music and SFX
       Map Name: NONE

       Custom sounds and music can be added to Duke Nukem 3D, but there are
       several ways to go about it. All music is required to be in .mid
       (MIDI) format, and all sound effects are required to be in either .VOC
       (VOICE) or .WAV (WAVE) formats.

       Renaming Custom Sounds

       To add custom sounds or music, simply rename the custom music or sound
       effect to the exact same filename of an existing music or sound effect
       file.  For example: If I wanted to add a sound of Homer Simpson saying
       "Woo-Hoo!" to the game, I would first find a sound to write over
       (let's use Duke saying "Where is it?").  The filename for this sound
       is whrsit05.voc.  I would rename my custom file from woohoo.voc to
       whrsit05.voc, and I would place this new sound in the main game
       directory.  The sound *must* be in the main game directory, or this
       will not work.

       Editing CON Files

       Custom sounds and music can also be added by editing the USER.CON
       file.  Please see the Con Editing FAQ for instructions on doing this.

4.14.3 Sector Activated Sounds
       Map Name: TUTORIAL.MAP (ROOM 6-F)

       This sound technique allows you to trigger a sound when Duke walks
       into a certain sector.  An example of this would be from Episode 1,
       Level 3 where Duke enters the revolving room and hears : "Too late
       Nukem.  We're in control now!".

       To make a sector activated sound, simply give the sector you want
       to be the "trigger" sector, a lotag of 10+++.  +++ is the sound number
       that will be played.  The sound number for Duke saying "Damn!" is 214,
       so the sector would have a lotag of 10214 if you wanted to play this
       sound.  Note that these types of sounds only play once.

4.14.4 Making Phones Ring
       Map Name: TUTORIAL.MAP (ROOM 6-G)

       Making telephones ring can be a trick, but it's pretty easy to do.

  STEP 1: Make your telephone sector.  This effect works best (in my
          opinion) when the telephone is a sector and not a sprite.
  STEP 2: Place a sprite on the front of the telephone.  Change this sprite
          into a switch (#132 works just fine) and resize the switch to
          match the size of the front of the phone.  In 3D mode, press the
          [1] key while the mouse pointer is over this switch sprite.  Then
          rotate the switch sprite (with the [<] and [>] keys) so that you
          cannot see the sprite (the angle should face the back of the
          phone).
  NOTE 1: Dipswitch sprites don't seem to work, so use the SLOTDOOR type
          switches.
  STEP 3: Give the switch a unique lotag value.  The hitag value of this
          switch is the sound number that you want to play upon activating
          the phone (by pressing the space bar).  The sound for a busy phone
          signal is a hitag value of 174, but you can use any sound you
          wish to use.  Take a look at the tutorial map if you do not
          fully understand.

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

4.15.1 Working With Sprites
       Map Name: NONE

       Sprites are the most used aspect (other than walls and sectors) in
       Duke Nukem 3D, and are very easy to master.  To place a sprite in
       your map, press the [S] key (in either 2D or 3D mode).  To change
       the sprite graphic, move the mouse over the desired sprite and press
       the [V] key twice.  Find the desired sprite in the list, select it,
       and press the [ENTER] key.  Sprites are used to make water fountains,
       cracks in walls, viewscreens, and more.

4.15.2 Security Cameras
       Map Name: TUTORIAL.MAP (ROOM 6-H)

       To make a security camera and corresponding viewscreen, follow these
       steps:

  STEP 1: Place one sprite where you want the viewscreen to be.  You can
          use either sprite #502 or sprite #499.  Give the screen a unique
          hitag value.
  STEP 2: Place several sprites where you want cameras to be.  The camera
          sprite is #621.  Give all the camera sprites that you want
          associated with the viewscreen created in step 1, a lotag value
          equal to the screen's hitag value.
  NOTE 1: The angle of the camera sprite is the angle that the camera
          will point.
  NOTE 2: To make cameras pan right and left, give them a hitag.  Set the
          camera's angle to the center of the arc in which you want it to
          pan.  Then set the hitag value equal to the build units of angle
          measure.  A value of 256 will make the camera rotate 45 degrees
          to both the left and right of the sprite's angle.
  NOTE 3: To change how far the camera looks either up or down, change the
          shade value of the camera itself (by pressing the [']+[S] keys on
          the camera sprite in 3D mode).  A negative (bright) value will
          make the camera look down, and a positive (dark) value will make
          the camera look up.  The brighter (smaller) or darker (larger)
          the value, the more the camera will either look down or up.

4.15.3 Vents
       Map Name: TUTORIAL.MAP (ROOM 6-I)

       To make a vent and vent cover, simply follow these steps:

  STEP 1: Create the vent area sectors.  Make this area accessible from
          a room in your level.
  STEP 2: Place a sprite at the entrance of your vent area, and change it
          to sprite #595.  In 3D mode, resize this sprite to properly fit
          the vent area entrance, and press the [B] and [H] keys on the
          sprite (if it already appears as a thick pink sprite in 2D mode,
          you need not press these keys).  Press the [R] key on the sprite
          one time to make it sit "flat" on the wall.

4.15.4 "3D" Bridges
       Map Name: TUTORIAL.MAP (ROOM 7-A)

       A bridge is nothing but a group of sprites with the blocking and
       hitscan flags turned on.  To make a bridge, simply place several
       sprites across the place you wish to span, size them to the
       desired length and width, and press the [B] and [H] keys on them
       in 3D mode (the sprites should be thick and pink in 2D mode).
       To make a bridge fall down when shot, give all portions of the
       bridge (i.e. - all the sprites that make up the bridge) a unique
       hitag value.

4.15.5 Demo Cameras
       Map Name: NONE

       To make a camera that will play back demos after they are recorded,
       simply place one sector effector sprite where you want the camera.
       Give this sprite a lotag of 27, and a hitag value equal to how far
       the camera can "see".  Experiment with this value to get it just
       right.

4.15.6 Spawning Stuff
       Map Name: TUTORIAL.MAP (ROOM 7-B)

       There are basically 3 ways to spawn something in the game.

     The "CANWITHSOMETHING" Sprite
     This sprite is a trash can that will spawn something when shot.  Simply
     place a sprite where you want the trashcan to be, change it to the
     correct tile number (#1232), and give it a lotag value equal to the
     reference number of the sprite that you want to spawn.  For example, if
     you wanted to spawn shotgun ammo, you would give the CANWITHSOMETHING
     sprite a lotag value of 49 (because the shotgun ammo is located at
     tile #49).

     Spawn After Killing an Actor
     This effect allows you to spawn something when an actor is killed by
     the player.  A good example of this is the stripper.  If you shoot her,
     you might want some enemies to pop out.  To do this, place the actor
     (that will trigger the spawn) where you want it to be (for our example
     we will use the stripper).  Place a Respawn sprite (#9) where you want
     each monsters to appear.  Give the actor sprite a unique hitag.  Give
     the Respawn sprite a lotag value equal to the dancer's hitag.  Now give
     the Respawn sprite a hitag value equal to the reference number of the
     sprite you wish to spawn.  For example, if you wanted to spawn shotgun
     ammo, you would give the Respawn sprite a hitag value of 49 (because the
     shotgun ammo is located at tile #49).

     Trigger Spawns
     You can spawn items by either toggling a switch, or by triggering a
     Touchplate.  To create this, place the switch or Touchplate where you
     want it to be, and give it a unique lotag value.  You can give it a
     hitag value if you want - the hitag value is how many times the
     Respawn will work.  Now place a Respawn sprite where you want another
     sprite to spawn.  Give it the same lotag value as the switch or
     Touchplate.  Give the Respawn sprite a hitag value equal to the
     reference number of the sprite you want to spawn.  For example, if you
     wanted to spawn shotgun ammo, you would give the Respawn sprite a hitag
     value of 49 (because the shotgun ammo is located at tile #49).

4.15.7 Active Tripbombs
       Map Name: NONE

       To place an active tripbomb, simply place a sprite on the wall where
       you want the bomb to be, and change the sprite to #2566.  Resize the
       sprite to a realistic size.  Keep in mind that the bomb does not arm
       itself until it "sees" the player, so place it in a convenient spot.

4.15.8 Making the Mini-Boss
       Map Name: NONE

       The mini-boss is simply the episode end boss, but when killed, his
       death doesn't start the end sequence.  Plus, he's a lot easier to beat
       in "mini-boss" status.  To change an end boss to a mini-boss, simply
       place the boss sprite where you want it, and give it a palette value
       of 21.  To spawn a mini-boss, place a Respawn sprite where you want it
       to spawn, give it a hitag value of 2630, a lotag value equal to the
       lotag of the switch or Touchplate that toggles it, and a palette value
       of 21.

       NOTE #1: The second and third episode bosses cannot be made into
       mini-bosses without hacking the con files.  3D Realms mistakenly
       gave them only 1 health point when their palette value is anything
       but 0.  If you do make them mini-bosses, realize that they will be
       extremely easy to kill.

4.15.9 Exploding Helicopter & Car
       Map Name: NONE

       To create the exploding helicopter or car, simply place a sprite where
       you want it to originate from (#1346 for the helicopter and #2491 for
       the space car).  Set the angle of the sprite to the direction you want
       the car to travel in, and raise the sprite up as high as you want in
       3D mode.  It should be noted that you must leave enough room for the
       car or helicopter to travel through - if you don't, it will slide down
       the first wall it hits, making a very unrealistic effect.

4.15.10 Cranes
        Map Name: TUTORIAL.MAP (ROOM 7-C)

        Cranes allow the player (and other sprites) to be picked up and
        carried from one place to another by a crane sprite.

  STEP 1: Make a sector that the crane will travel down.  Place one
          sprite in this sector, and change it to sprite #1222.  Raise
          this sprite all the way up to the ceiling.  This sprite is
          the crane itself and *should not* be resized - leave it the
          default size.
  STEP 2: Make one smaller sector at the end of the sector you just
          created.  This is where the player will be picked up.  Place
          one sprite in this sector, and change it to sprite #1221.
          Make sure that this sprite stays at ground level (don't raise it
          off the ground).  You're finished!  Take a look at the tutorial map
          if you don't understand.

  NOTE 1: If you have more than one crane in your level, you need to give
          both the sprite created in step 1, and the sprite created in step
          2, the same unique hitag.  Do so for each crane you make in your
          level.

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

4.16.1 Dukematch & Co-op Starting Positions
       Map Name: NONE

       To create co-op and Dukematch starting points, place the initial frame
       of the Duke Nukem sprite (#1405) where you want the start point to be.
       This is all you need to do to make a Dukematch starting point.  Co-op
       start positions should all be located at the beginning of the level
       (but they are not required to be), and should have a lotag of 1.  A
       minimum of 7 start positions is required for 8 player co-operative and
       Dukematch games.  The player 1 start position (brown arrow in 2D mode)
       does count as a start position.

4.16.2 Making Items Appear Only In Multiplayer
       Map Name: NONE

       To make a sprite appear only in Dukematch or Co-op games, give the
       desired sprite a palette value of 1.  This is effective for making
       weapons and other sprites you want available in multiplayer, not
       available to the player in single player mode.  Switches to certain
       doors are one possibility for this effect (this possibility appears
       in most of the levels made by 3D Realms).

4.16.3 Making Duke TAG Levels (Version 1.4 or 1.5 Required)
       Map Name: NONE

       All the specs for making Duke TAG levels can be found in the file
       "buildtag.txt".  This file can be found in the Build directory on
       your game CD.

       The effects used for Duke TAG levels are incremental rising and
       falling sectors (for the scoreboards) and one-way teleporters for
       cross-level transportation.

------------------
4.17 MISCELLANEOUS
------------------

4.17.1 Glass
       Map Name: TUTORIAL.MAP (ROOM 7-D)

       Glass is basically a masked wall that has the transparency flag
       turned on.  You can use any texture you want to, although this
       how-to will guide you through making "breakable" glass.

  STEP 1: Create a masked wall where you want the glass window to be.
  NOTE 1: This mask should not be on a wall where the player can see the
          wall itself, and where the wall has two properties (one for the
          top part and one for the bottom).  Window 1 in the tutorial map
          shows this effect - notice how the wall changes when shot.  You
          should create "buffer sectors" to make this problem non-visible.
          Windows #2-#4 all have these "buffer sectors", so look at them
          if you don't understand what I'm talking about.
  STEP 2: Change the texture of this mask to the breakable glass texture,
          which is texture #503.         
  STEP 3: While in 3D mode, press the [B] and [H] keys on the masked wall.
          This makes the masked wall block you and other characters from
          walking through the wall, and it makes bullets "hit" this wall.
  STEP 4: Now point at the mask in 3D mode and press the [T] key.  The
          mask will now become transparent.  Press the [T] key again.
          The glass will be even more transparent.  There are 3 levels of
          transparency, and they are as follows:

          First - No transparency (try a regular wall texture to see)
          Second - Slight transparency
          Third - Most transparency

          Set the transparency level to the setting that you desire.  In
          the tutorial map, window 2 shows the first level of transparency,
          window 3 shows the second level of transparency, and windows 1
          and 4 show the third level of transparency.

4.17.2 Secret Areas
       Map Name: NONE

       To make a secret area, give the desired sector a lotag of 32767.

4.17.3 Shooters
       Map Name: TUTORIAL.MAP (ROOM 7-E)

       This section covers how to make "shooters".  A shooter is basically
       something that repeatedly shoots an object of your choice.  A good
       example of a shooter is the one located in episode 1, level 4.  When
       you unlock the red keypad, the pad lowers, revealing a shooter that
       shoots "shrinkers" (the projectiles that make you shrink in size).

  STEP 1: Create a sector from which the shooter will shoot from.
  STEP 2: In this newly created sector, place one sector effector sprite,
          one GPSpeed sprite, and one Masterswitch sprite.
  STEP 3: Place a switch somewhere in your level and give it a unique lotag.
  STEP 4: Give the Masterswitch sprite the same lotag value as the switch.
          Also give the Masterswitch sprite a hitag of 50.
  STEP 5: Place one sector effector sprite where you want the shots to
          originate from.  Change the angle of this sprite to the direction
          you want the shooter to shoot.  Give this sprite a lotag of 36.
  STEP 6: Now you must decide what you want to shoot.  Do this by giving
          the GPSpeed sprite a lotag of one of the following values:
          1360 = Octabrain Blasts
          1625 = Alien Lasers
          1636 = Lizard Spit
          1641 = Freezer Blasts (Auto-aims at player)
          1650 = Mortars (Like the first boss throws)
          2605 = Rockets (Auto-aims at player)
          2556 = Shrinkers

4.17.4 Turning Shooters Off
       Map Name: NONE

       The following steps explain how to construct a shooter that can be
       turned off after it has been triggered.

  STEP 1: Create a sector from which the shooter will shoot from.
  STEP 2: In this newly created sector, place one sector effector sprite,
          one GPSpeed sprite, and one activator sprite.
  STEP 3: Place a dipswitch sprite somewhere in your level and give it a
          unique lotag.  It *must* be a dipswitch sprite, or this effect
          will not work correctly.
  STEP 4: Give the activator sprite the same lotag value as the switch.
          Also give the activator sprite a hitag of 50.
  STEP 5: Place one sector effector sprite where you want the shots to
          originate from.  Change the angle of this sprite to the direction
          you want the shooter to shoot.  Give this sprite a lotag of 36.
  STEP 6: Now you must decide what you want to shoot.  Do this by giving
          the GPSpeed sprite a lotag of one of the following values:
          1360 = Octabrain Blasts
          1625 = Alien Lasers
          1636 = Lizard Spit
          1641 = Freezer Blasts (Auto-aims at player)
          1650 = Mortars (Like the first boss throws)
          2605 = Rockets (Auto-aims at player)
          2556 = Shrinkers

4.17.5 Difficulty Settings
       Map Name: NONE

       To set the difficulty setting for a monster, simply give the desired
       monster one of the following values:
       2 = Skill Level 2
       3 = Skill Levels 3 and 4 (Skill 4 just makes the monster Respawn)

4.17.6 Making Signs Fall When Shot
       Map Name: NONE

       To make a sprite sign (or other sprite) fall to the ground when hit by
       an explosion, simply give the sprite any hitag other than 0.

4.17.7 Lightning and Thunder (Version 1.4 or 1.5 Required)
       Map Name: ATOMIC.MAP (ROOM #4)

       To make the lightning bolt engine work, follow these simple steps:

  STEP 1: Place several lightning sprites (#4890) in an outside area, and
          give each sprite *the same* unique hitag.  The sky should also
          be cloudy (not required, but makes it look realistic).
  STEP 2: Place a sector effector in each sector that contains a lightning
          bolt sprite.  Give each sector effector a lotag of 28, and a hitag
          equal to the lightning bolt sprite's hitag value.

4.17.8 Making Rain
       Map Name: NONE

       To make a raining effect, place dripping sprites (#660) where you want
       them to be, and raise them to the ceiling of the sector they are in.
       If you own version 1.4 or 1.5, place a music and sound effects sprite
       somewhere in the raining sectors, give it a lotag of 358, and a hitag
       of the distance the sound should be heard.

       NOTE: Giving the rain drops a palette number of 13 is recommended for
       both versions of the game.

4.17.9 Forcing Duke To Start Weaponless
       Map Name: NONE

       To make Duke start a level without any weapons or ammunition, simply
       place the HURTRAIL (#859) or other damaging floor tile under the
       starting position.