                        EXAMPLE LEVEL/TXT BY: DANIEL WILSON


1. (How to make explosions)

  Make the sector that will be the explosion. Now while you're still in 2D MODE
put your cursor in that sector and push alt-f5. Then set it to be a Z-MOTION
sector, and goto the RX channel and type a number that you have NOT used yet
in that level. Now go into 3D MODE and adjust the hole the way you want it.
Now put a wall crack on the wall and adjust it the way you want it. While
you're still in 3D MODE point your cursor at the ceiling and push alt-f4, and
you should have turned the position ON. Now get in the hole and close it up
and get out, adjust the texture the way you want it. When you're done get back
in the hole put your cursor on the ceiling and push alt-f3 and you should have
turned the position OFF. Now thats all for the hole and everything. You can
also add extra explosions that are hidden I think that is clear in the level
so you can figure that out.


2. (How to make a DOOM door)

  Make the sector that will be the door and put your cursor in it in 2D MODE.
Push alt-f5 now, change it to a Z-MOTION sector, and go over to the OFF->ON
and ON->OFF. Under the OFF->ON set the busytime to about 40 and check waittime
and set it to about 20. Now Under ON->OFF goto busytime and set it as the
same number you put the busytime under OFF->ON, and then goto the trigger
on and check wallpush. Now goto 3D MODE and set the height you want it for
when its opened and push alt-f4 to turn the position ON. Now set it the way
you want it to look when its closed and push alt-f3 to turn the position OFF.
Now it will be shut when you enter the game. Thats it for the door you can
also add a sound for the door by putting the sound sprite IN the sector that
is the door (Note: It must be in the sector of the door not outside or it will
not play the sound for the door.) The data field 1 is the sound that will play
when it opens, and data 2 is when it hits the ceiling or stoping point. Data 3
is the sound that will play when its closing, data 4 is the sound that will
play when it hits the floor or stoping point.


3. (How to make a swinging door)

 Make the sector that will be the swinging door and make sure to make the door
in its opened position. Now, while you're still in 2D MODE put your cursor in 
it and push alt-f5 and make it Rotate. Goto the OFF->ON and set the busytime
at 8 and check waittime. Set it about 40 then go down to ON->OFF and set
the busytime to 8. DON'T check waittime on ON->OFF just on OFF->ON. When you're
done, it will put a pivot point on the sector that will be the door. Move it 
where you want the pivot point of the door to be. Use the [ ] keys NOT the < >
keys. Just play around with the [] keys until you get it right so it will be
shut when you enter the game. Thats it for the door you can add sound for the
door once again everything applys to the swinging door just like the DOOM door
the sound sprite must be in the sector. (Note: Door sounds start at 100 and
on up.)




4. (How to make windows/glass)

 Make the sector that will be the window seal. Go into 3D MODE and adjust the
the window seal the way you want it. Put your cursor on the bottom of the
window seal and push the M key. Change that texture to a window texture use
the T key to make it translucent. When you're done point your cursor at the glass
and hit the B key for blocking, and the H key for hitscan. Go into 2D MODE put
your cursor on the purple line and push alt-f6 and change it to a gib wall.
Check going on & going off under "send when". Go to the trigger on section and
check vector now go to the Data 1 field and if its normal glass texture then put
12, if its colored glass then put 13. (NOTE : The first time you edit the wall
put your cursor just a little below the purple line.) Now, you must edit the
other side of the wall so put your cursor barely above the purple line and push
alt-f6 and edit the same things the exact same way and you're done !!!



5. (How to make water)

  Make the sector that will be the above water. Now go into 3D MODE and change
the sectors texture to a water texture. Lower it and make it look
like a pool. Now, put your cursor in the water sector and push the S key now
go down to texture # 2332 and push enter. Go back into 2D MODE and put your
cursor on the texture you put in that sector, and push alt-f6 and make it
UPPER water then go to the data field1 and make it a number you haven't used in
that level yet. Now some where else in the level away from everything make a
sector the EXACT same size as the first sector you made for the upper water
and get in it and go to 3D MODE. Lower the floor the way you want it and change
the ceiling texture to a water texture then put your cursor on the ceiling,
and push the S key put texture # 2331. Now go into 2D MODE once again and
change the texture to a lower water, then on the data field1 put the same
number that you put for the above water. When you're done with that in the
sector that will be the lower water. In 2D MODE push alt-f5 and check
underwater over to the right. Now you're done!! Go check it out.



6. (How to make true-room-over-room)

   Make two rooms. They do not have to be the same size. Now make a small
sector that will be the hole going from top to bottom, lower it and make it
look the way you want it. Now put the texture number 504 on the floor of the
little hole. Put your cursor in the little sector and push the S key and put
texture # 2332. Then go into 2D MODE and put your cursor on the texture and
push alt-f6 and make it an "upper stack" then goto the data field 1 and put
a number you have not used yet in that level then push enter. Now in the 2nd
room make the EXACT same size hole and go into 3D MODE, then raise the ceiling
the way you want it. Make the ceiling texture of the little sector # 504. Put
the arrow pointing up on the ceiling #2331. Go to 2D MODE and edit it and
make it lower stack and put the same number you put for the upper stack in
data field 1. You're done !!!!!!!


7. (How to make translucent water)

  This is the exact same as making true-room-over-room. The only thing that
is different is the arrows will be upper/lower water not stacks. Make sure
that you make the data field a different number that you haven't used
yet in that level. In the first room that will be the upper water put your
cursor in the sector and push the S key and make it the water texture. Push
the R key on it twice, it should be flat now. Push B on it so it will not block
you from getting in the water. In the 2nd room which will be your lower water,
in the little sector and the big room make sure you push alt-f5 and check
underwater to the right. You're done except make sure you get the water texture
even and push T to make it translucent. Now go check it out !!!!!


8. (How to make elevators)

  Ok this is like a doom door that raises you up to a different room.
All you do is make a sector, and push alt-f5 on it while in 2D MODE and
make it Z-MOTION. Then go over to OFF->ON, on busytime put 10 and
on waittime check it, then set it about 20. Do the same on ON->OFF except
you do NOT put a waittime on it just a busytime. Make sure its the same
number as the OFF->ON busytime. Go in 3D MODE, while its on the floor
push alt-f3 when your cursor is on it. Then raise it the way you want it,
push alt-f4 on the floor while you have it raised. Lower it back down to the
floor, and change its textures if you want and YOU'RE DONE!!!!!!!


9. (Gib Objects)

Just do what I did in the level and toy around with the data fields. To make
different stuff come out when you shoot it. Data 1 is the stuff that will fly.
Data2 is the sound it will make when you shoot it. Data 3 is Nothing. Data4 is
the sound that it makes when the stuff flying hits the ground. Thats it!!!



                  

I Hope that this LEVEL/TXT has help you out some with the basic special
effects. If you've tried everything, and read this document and still can't
get the hang of it then e-mail me or post a question on the BLOOD forum, I'll
get back to you as soon as I can.

E-mail me at : cwiley@earthlink.net


                             Thanx,
                                   Dude/Daniel Wilson
