=======================================================
         Blood Mapedit Tutorials by BME/ILMHB
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 - 2 Way Car
 - Elevators
 - Kill Counter
 - Stone Gargoyle
 - Teleporters

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 Instructions:

 - Run #BMETUT4
 - Select 1 of the 5 episodes

-+-----------+-----------------------------------------
 | 2 Way Car | 
 +-----------+

- Draw a long sector (biggest grid, around 4x20)
- Go to 3D mode and raise the ceiling, then back to 2D.
- Draw a small sector inside the big one and make it a
  split sector [ALT+S] and enter the following
  properties: Type: 616: Slide, State 1: On, CMD: 1: ON
  busyTime = 80 (under OFF->ON and ON->OFF) and tick
  box 'Enter' (under Trigger On).
- Now go to 'FX...' and press [ENTER] to enter FX menu
  tick box 'Drag' (under Motion FX).
- Drag the blue arrow outside the small sector and make
  sure the arrow is pointing towards the sector and
  starts at the other end of the large sector.

- Go to 3D mode and apply textures to both sectors.
- Point at small sector and raise its floor 2 ticks and
  make sure the top surface is Relative, press [R].

-+-----------+-----------------------------------------
 | Elevators | 
 +-----------+

- Draw a sector (biggest grid, around 8x6)
- Go to 3D mode and raise the ceiling around 64 ticks.
  and go back to 2D mode again.
- Split the sector in 2 and draw yet 2 more like this:

 +----------------+-----+-------------------------+
 |                |     |                         |                        
 |                |  1  |                         |
 |                |     |                         | 
 |                +-----+                         |
 |                      |                         |
 |   HIGHER PART        |        LOWER PART       |
 |                      |                         |
 |                      |                         |
 |                +-----+                         |
 |                |     |                         |
 |                |  2  |                         |
 |                |     |                         |
 +----------------+-----+-------------------------+

- Set sector 1 and 2 to: Type 600: Z Motion,
  CMD: 3: Toggle, check box 'Interruptable' (under
  Trigger Flags), check box 'Send at ON' and 'Send at
  OFF (under OFF->ON and ON->OFF) and both busytimes
  to 30. Tick boxes 'Enter' and 'Exit'and set the
  State of sector 1 to ON.

- Go to 3D mode and raise the floor of 'HIGHER PART'
- Point at sector 1 and press [ALT+F3] then raise the
  floor to the height of the 'HIGHER PART', now press
  [ALT+F4]. Do the same things with sector 2 as well.

-+--------------+--------------------------------------
 | Kill Counter | 
 +--------------+

- Draw a big sector (biggest grid, around 6x7)
  and also a small one, something like this:

 +-----+
 |     | <- combination switch and
 +-----+       player SFX sprite
      
 +-------------------------------+
 |                               |
 |                               |
 |   zombie    zombie   zombie   |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |                               |
 |          shotgun+ammo         |
 |                               |
 +-------------------------------+

- Raise the ceiling 16 ticks.
- Go to 3D mode and Insert 3 zombies [ALT+S] and [enemy]
  also insert a shotgun and ammo.
  (see picture for location)

- Go to 2D mode and move over to the small sector and
  insert [S] a sprite and change its properties to:
  Type 22: Combination switch, RX ID: 100, TX ID: 101
  CMD: 1: ON, 'going ON' (under Send when), DATA2: 3.
- Insert another sprite and set properties to:
  Type 711: Player SFX, RX ID: 101, 'going ON
  (under Send when) and DATA1 to 270

- Move over to the big sector again and set all zombie
  properties to: RX ID: 100. CMD: 1: ON, 'going OFF'
  (under Send when).

-+----------------+------------------------------------
 | Stone Gargoyle | 
 +----------------+

- Draw a sector (biggest grid, around 4x7)
  something like this:

 +-------------------+
 |                   |
 |       stone       |
 |      gargoyle     |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |                   |
 |      shotgun      |
 |       +ammo       |
 |                   |
 +-------------------+

- Insert a Flesh gargoyle sprite [ALT+S] and [enemy]
  and a shotgun and ammo (see picture for locatoin)
- Change gargoyle properties to: CMD: 1: ON, 'going ON'
  (under Send when), tick box 'Proximity' (under Trigger
  ON)

-+-------------+---------------------------------------
 | Teleporters | 
 +-------------+

- Draw a large sector (biggest grid, 14x12 or so)
- Go to 3D mode and raise the ceiling 16 ticks.
- Go back to 2D mode and split the sector in half.
- Draw in the upper left and lower right corner a
  small sector (2x2) and change their types to:
  604: Teleporter, CMD: 1: ON, tick box 'send at ON'
  (under OFF->ON) and 'Enter' (under Trigger ON)
- Now move the sprite of the upper left sector to the
  lower right one and vice versa.

 +---------------------+---------------------+
 |                     |                     |
 | +--+                |                     |
 | |  |                |                     |
 | +--+                |                     |
 |                     |                     |
 |                     |                     |
 |                     |                     |
 |                     |                     |
 |                     |                     |
 |                     |                +--+ |
 |                     |                |  | |
 |                     |                +--+ |
 |                     |                     |
 +---------------------+---------------------+

-------------------------------------------------------
                                BME/ILMHB (July 2011)