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References - Special Textures

Special Textures

This is loosely based on an excerpt from the BUILDHLP.TXT file included with the Duke Nukem 3D CD. I've fixed errors and added virtually every texture worth mentioning. However, this list is not exhaustive; There are still a few minor coded textures that are not listed, and some sprites/textures may be affected by angles, tags, or attributes, even though they are not documented here. Note that the descriptive term "Multiplayer-only" includes Co-Operative mode, whereas "DukeMatch-only" does not.



Sprites


TEXTURE# 1 SECTOREFFECTOR

The SectorEffector is used to manipulate sector attributes and create the game effects.


Lo-Tag : A preset number which tells a sector how to act. Check the "References - Sector/Effector Tags" section for the list.
Hi-Tag : Channel. Used to link another SectorEffector with the same Lo-Tag so they activate together.


TEXTURE# 2 ACTIVATOR

The Activator is used to activate the sector Lo-Tag function or SectorEffectors within the sector.


Lo-Tag : Channel. Set equal to a sprite's Lo-Tag used to activate it (such as a Switch, Access Switch, or Touchplate).
Hi-Tag : [0] = Default. [1] = Open door only (Sector Tag 20/21 doors). [2] = Close door only (Sector Tag 20/21 doors).


TEXTURE# 3 TOUCHPLATE

The Touchplate will activate an Activator, ActivatorLocked, or MasterSwitch when triggered by the player's presence.


Lo-Tag : Channel. Set equal to an Activator, ActivatorLocked, or MasterSwitch Lo-Tag.
Hi-Tag : [0] = Activate every time the player steps on the floor. [>0] = Activate this many times then never again.
Angle : [Down] = Activate when the player enters the sector. [Up] = Activate only when the player steps on the floor of the sector.
Height : If the Touchplate is above the floor of the sector, it will function as an "automatic floor rise" effect. The Touchplate height determines the floor's initial height, and the sector floor height determines where it will lower to when triggered. This does not require a Channel value to work. The effect is silent, but the Channel could be used to activate other effects with MusicAndSFX. All other attributes of the Touchplate will apply as usual.
GPSpeed Lo-Tag : If the automatic floor rise effect is used, this will determine its speed.


TEXTURE# 4 ACTIVATORLOCKED

The ActivatorLocked locks a sector's Lo-Tag function until the player unlocks it.


Lo-Tag : Channel. Set equal to a sprite's Lo-Tag used to unlock it (such as a Switch, Access Switch, or Touchplate).


TEXTURE# 5 MUSICANDSFX

The MusicAndSFX sprite can be used in a few different ways:

  1. Activation Sound
    When used in a sector with a Lo-Tag, the sound will play when the sector's Lo-Tag function is activated.
    Lo-Tag : Primary sound number.
    Hi-Tag : Secondary sound number.
  2. Ambient Sound
    When used in a sector without a Lo-Tag (although there are some exceptions), an ambient sound will be played.
    Lo-Tag : Ambient sound number.
    Hi-Tag : Maximum audible radius from center (1024 = The largest grid square).
  3. Random-Ambient Sound
    When used in a sector without a Lo-Tag (although there are some exceptions), and with a 'random-ambient' compatible sound, a user-determined range of sounds will be played in a random order at random intervals. The sound will be globally heard anywhere within the sector. A random sound will always be triggered immediately upon the player's first entry into the sector. If the player starts the game within the sector, the same initial sound will always be chosen (probably a byproduct of the methods used to randomize). Note that the range value is the consecutive range following the base sound, so a range value of 3 would actually include 4 sounds (the base sound, and the next 3 consecutive sounds).
    Lo-Tag : Base sound.
    Hi-Tag : Consecutive range of sounds (after the Base sound).
  4. Echo Effect
    When used in a sector without a Lo-Tag, all sounds will have an echo effect.
    Lo-Tag : 1000 + the amount of echo from 0-255 (0 being the least amount of echo).
    Hi-Tag : Maximum audible radius from center (1024 = The largest grid square).

TEXTURE# 6 LOCATORS

The Locator is used to define the series of points that a Pigcop RPV or a Subway Vehicle/Two-Way Train will follow. You can only have one Locator path set in a sector. You cannot have a Pigcop RPV and a sector vehicle in the same map.


Lo-Tag : Set in an increasing order beginning with 0. When the vehicle reaches the last point, it will loop back to the Locator with Lo-Tag 0. Two-Way Trains only use two Locators.
Hi-Tag : If set to 1, the Subway Vehicle will stop at that point for 5 seconds, then continue. The Pigcop RPV/Two-Way Train is not affected.


TEXTURE# 7 CYCLER

The Cycler is used to make a sector pulsate in brightness. It is often used with a GPSpeed to set the pulsating speed.


Lo-Tag : Sets the initial brightness offset.
Palette : The sector palette will be permanent.
Shade : Set the Cycler shade to when the light is on. Set the sector shade to when the light is off.
GPSpeed Lo-Tag : PulseSpeed value. Ranges from 1 (slowest) to 1023 (fastest).


TEXTURE# 8 MASTERSWITCH

The MasterSwitch activates Sector Lo-Tags or SectorEffectors. It is the exact same as an Activator, except it has a time delay ability and it only activates once (after which the player will have manual control, if feasible).


Lo-Tag : Channel. Set equal to a sprite's Lo-Tag used to activate it (such as a Switch, Access Switch, or Touchplate).
Hi-Tag : Set time delay until action occurs (32 = 1 second).


TEXTURE# 9 RESPAWN

The Respawn is used to spawn an actor or an item when triggered by an action, or when the player kills an actor.


Lo-Tag : Channel. Set equal to a sprite's Lo-Tag used to trigger it (Switch, Access Switch, Touchplate), or set equal to a FEM actor's Hi-Tag.
Hi-Tag : Set equal to the sprite number to spawn. Use any sprite number which has a name assigned to it (although some will not be compatible).


TEXTURE# 10 GPSPEED

The General Purpose Speed is most commonly used to determine the speed of an object.


Lo-Tag : Rate of movement.


TEXTURE# 21 FIRSTGUNSPRITE, 22 CHAINGUNSPRITE, 23 RPGSPRITE, 24 FREEZESPRITE, 25 SHRINKERSPRITE, 26 HEAVYHBOMB, 27 TRIPBOMBSPRITE, 28 SHOTGUNSPRITE, 29 DEVISTATORSPRITE, 37 FREEZEAMMO, 40 AMMO, 41 BATTERYAMMO, 42 DEVISTATORAMMO, 44 RPGAMMO, 45 GROWAMMO, 46 CRYSTALAMMO, 47 HBOMBAMMO, 49 SHOTGUNAMMO

Weapons and Ammo help players defend themselves from enemies.


Lo-Tag : [0/1] = All skill levels. [2] = 2 and higher. [3] = 3 and higher. [4] = 4 only. (Skill settings have no effect on the HEAVYHBOMB.)
Palette : [0] = Appears in all modes. [>0] = Multiplayer-only.


TEXTURE# 51 COLA, 52 SIXPAK, 53 FIRSTAID, 54 SHIELD, 55 STEROIDS, 56 AIRTANK, 57 JETPACK, 59 HEATSENSOR, 61 BOOTS, 100 ATOMICHEALTH, 1348 HOLODUKE

Health and Inventory aid the player throughout a level.


Lo-Tag : [0/1] = All skill levels. [2] = 2 and higher. [3] = 3 and higher. [4] = 4 only.
Palette : [0] = Appears in all modes. [>0] = Multiplayer-only.


TEXTURE# 60 ACCESSCARD

The Access Card is used to unlock an Access Switch. For realism, place it in wall-alignment mode. Access Cards do not appear in DukeMatch (every player will automatically have them).


Palette : [0] = Blue. [21] = Red. [23] = Yellow.


TEXTURE# 130 ACCESSSWITCH, 170 ACCESSSWITCH2

The Access Switch is used to unlock or activate something when used with an Access Card.


Lo-Tag : Channel. Set equal to MasterSwitch, Activator, or ActivatorLocked Lo-Tag to trigger.
Hi-Tag : Activation sound number.
Palette : [0] = Blue. [21] = Red. [23] = Yellow.


TEXTURE# 132 SLOTDOOR, 134 LIGHTSWITCH, 136 SPACEDOORSWITCH, 138 SPACELIGHTSWITCH, 140 FRANKENSTINESWITCH, 164 DIPSWITCH2, 168 DIPSWITCH3, 712 LIGHTSWITCH2, 860 POWERSWITCH1, 862 LOCKSWITCH1, 864 POWERSWITCH2, 1111 HANDSWITCH, 1122 PULLSWITCH, 1155 HANDPRINTSWITCH

The Switches are used to unlock or activate something.


Lo-Tag : Channel. Set equal to MasterSwitch, Activator or ActivatorLocked Lo-Tag to trigger.
Hi-Tag : Activation sound number.
Palette : [0] = Appears in all modes. [>0] = DukeMatch-only.


TEXTURE# 142 NUKEBUTTON

The Nuke Button is used to end a level. It can also be used to go to a secret level.


Lo-Tag : Any value from [0,1] to [0,65535] is valid for a standard ending. The most commonly used values in this case are: [32767], [65534], or [65535]. To warp to a specific level within the same episode, use [0,1] to [0,11]. The palette must be adjusted to [14] for this to work.
Palette : [0] = Standard; Warp to next consecutive level in episode. [14] = Secret Level; Warp to level specified by Lo-Tag.


TEXTURE# 146 MULTISWITCH

The MultiSwitch can activate four different Activators which use four consecutive Lo-Tags. It activates them in order (A,B,C,D).


Lo-Tag : Channel. Set equal to Activator A.
Hi-Tag : Activation sound number.
Activator Lo-Tags : A = Channel, B = Channel+1, C = Channel+2, and D = Channel+3.


TEXTURE# 160 DOORSHOCK, 2300 OOZ, 2309 OOZ2

The Door Shock can be used in any vertically moving sector. It will automatically stretch and compress itself according to the height of its sector. OOZ and OOZ2 are gory alternatives which function in the same manner.


TEXTURE# 162 DIPSWITCH, 166 TECHSWITCH, 1142 ALIENSWITCH, 4359 TARGET, 4361 DUCK

The Combination Switch is used with an Activator, MasterSwitch, or ActivatorLocked. All Combination Switches with equal Channel Lo-Tags will be used for the combination. If only one Combination Switch is used, the Hi-Tag will have no effect and it will function as a regular switch. If multiple switches are used, and all of the Hi-Tags are 0, then any one of the switches will activate the object, but all of the switches must be turned off in order to deactivate the object. This is not recommended. Also note that you can halt certain effects by deactivating a combination during movement (the effect will continue when the proper combination is reactivated).

Combination Switch sound effects are automatic and cannot be changed. Target and Duck sprites do not make any sound, and must be shot in order to be activated. If you are using the Target or Duck sprites, you must place them free-standing in wall-alignment mode and change their angle to the direction they will fall when shot. They also require being "true-centered" with the C key, otherwise they won't stay at their designated height after being shot.

Note: The first three switch sprites can be used interchangeably within a combination, but the Target and Duck sprites are considered independent, even from each other. Also remember that you can use the 'enabled' Combination Switch sprites as alternatives.


Lo-Tag : Channel. Set equal to Activator, MasterSwitch, or ActivatorLocked Lo-Tag to unlock/activate.
Hi-Tag : [0] = OFF in combination. [1] = ON in combination (Target and Duck sprites will work with any value >0).
Palette : [0] = Appears in all modes. [>0] = DukeMatch-only (works with #162, #166, #1142).


TEXTURE# 342 PANNEL1, 343 PANNEL2

The Ventilation Panels are destructible panels used to simulate a true 3-dimensional ventilation system.


TEXTURE# 407 FANSPRITE, 595 GRATE1, 1113 CIRCLEPANNEL, 4099 PANNEL3

The Ventilation Covers are destructible sprites which can be used to cover ventilation openings.


TEXTURE# 499 VIEWSCREEN2, 502 VIEWSCREEN

The View Screen is used to view through cameras placed around the map. It will view through all cameras with Lo-Tag set to Channel. The camera views can be cycled through with the action button.


Hi-Tag : Channel.


TEXTURE# 516 SATELITE, 517 FUELPOD, 602 SOLARPANNEL, 607 ANTENNA

The Space Objects are destructible sprites which do not play any explosion sound effects upon being destroyed. I imagine that 3D Realms had originally planned for outer space to be silent, thus these sprites make no sound.


TEXTURE# 546 CRACK1, 547 CRACK2, 548 CRACK3, 549 CRACK4, 916 FIREEXT

The Crack or the Fire Extinguisher is used to activate explosions (SE 13).


Hi-Tag : Channel. Set equal to all SE 13 Hi-Tags to activate together.
Palette : [0] = Appears in all modes. [>0] Multiplayer-only.


TEXTURE# 551 DOMELITE, 556 CHAIR1, 557 CHAIR2, 669 VACUUM, 678 SCALE, 685 CAMERALIGHT, 686 MOVIECAMERA, 689 IVUNIT, 694 POT1, 695 POT2, 697 POT3, 716 WAITTOBESEATED, 765 VASE, 768 SUSHIPLATE1, 769 SUSHIPLATE2, 774 SUSHIPLATE3, 779 SUSHIPLATE4, 792 SUSHIPLATE5, 954 BOTTLE1, 955 BOTTLE2, 956 BOTTLE3, 957 BOTTLE4, 969 HYDROPLANT, 971 OCEANSPRITE1, 972 OCEANSPRITE2, 973 OCEANSPRITE3, 974 OCEANSPRITE4, 975 OCEANSPRITE5, 979 HANGLIGHT, 1012 BOTTLE5, 1013 BOTTLE6, 1014 BOTTLE8, 1025 BOTTLE7, 1045 DONUTS, 1060 CLOCK, 1157 BOTTLE10, 1158 BOTTLE11, 1159 BOTTLE12, 1160 BOTTLE13, 1161 BOTTLE14, 1162 BOTTLE15, 1163 BOTTLE16, 1164 BOTTLE17, 1165 BOTTLE18, 1166 BOTTLE19, 1227 NUKEBARREL, 1358 FETUS, 1818 (cannonballs), 4367 HATRACK, 4370 DESKLAMP, 4372 COFFEEMACHINE, 4373 CUPS, 4374 GAVALS, 4375 GAVALS2, 4377 POLICELIGHTPOLE, 4388 FLOORBASKET, 4396 TOPSECRET, 4400 TEDDYBEAR, 4402 ROBOTDOG, 4404 ROBOTPIRATE, 4413 MAILBAG, 4427 HOTMEAT, 4438 COFFEEMUG, 4440 DONUTS2, 4444 TRIPODCAMERA, 4453 METER, 4454 DESKPHONE, 4458 GUMBALLMACHINE, 4464 MACE, 4465 GENERICPOLE2, 4495 WETFLOOR, 4496 BROOM, 4497 MOP, 4520 CHESTOFGOLD, 4530 FOODOBJECT1, 4531 FOODOBJECT2, 4532 FOODOBJECT3, 4533 FOODOBJECT4, 4535 FOODOBJECT6, 4536 FOODOBJECT7, 4537 FOODOBJECT8, 4538 FOODOBJECT9, 4539 FOODOBJECT10, 4540 FOODOBJECT11, 4541 FOODOBJECT12, 4542 FOODOBJECT13, 4543 FOODOBJECT14, 4544 FOODOBJECT15, 4545 FOODOBJECT16, 4546 FOODOBJECT17, 4547 FOODOBJECT18, 4548 FOODOBJECT19, 4549 FOODOBJECT20, 4550 HEADLAMP, 4554 SKINNEDCHICKEN, 4555 FEATHEREDCHICKEN, 4560 ROBOTDOG2 (robot? my ass!), 4576 SHOPPINGCART, 4591 DOLPHIN1, 4592 DOLPHIN2, 4871 MAN, 4887 PLEASEWAIT

These are just random Destructible Objects. HYDROPLANT (#969) is glitchy after being shot twice (but you can lower the sprite into the ground halfway to hide the effect, or better yet, just turn off blocking so it can't be destroyed at all). BOTTLE7 (#1025) is actually a potted plant. BOTTLE10 (#1157) spawns money when destroyed. NUKEBARREL (#1227) sometimes spawns harmful ooz when dented. FLOORBASKET (#4388) spawns puke when destroyed. TOPSECRET (#4396) spawns paper when destroyed. MAILBAG (#4413) spawns mail when destroyed. FOODOBJECT3 (#4532) and FOODOBJECT4 (#4533) cannot be floor-aligned or else they will continuously float upwards in the game (which basically renders them unusable, since they were clearly designed to be floor-aligned).


TEXTURE# 563 WATERFOUNTAIN, 569 TOILET, 571 STALL, 921 TOILETWATER, 981 HYDRENT

The Drinkable Objects make use of the TOILETWATER sprite to allow players to fill their health slowly with drinking water (hold the action button to drink). The running water sound effects are automatic. All of these sprites spawn TOILETWATER when broken (except TOILETWATER itself, of course). The Water Fountain can be used before and after it is broken. The Toilet and the Urinal provide a player with 10 health per use (before being broken), and the player has to wait to build up bodily fluids between each usage.


TEXTURE# 578 REACTOR2, 580 REACTOR2SPARK, 1088 REACTOR, 1092 REACTORSPARK

The Reactors are enormous, destructible sprites with a few special properties that separate them from other harmful sprites. REACTOR2 seems unfinished, and was not used in the game. It animates by alternating with it's own broken texture, and it spawns a REACTOR2SPARK. It looks quite awful, actually. The REACTOR, on the other hand, was used in the space episode of the game. To construct it, you must manually place REACTORSPARKs. It usually looks best if you have another REACTOR hanging upside down from the ceiling, with REACTORSPARKs connecting the two. When a REACTOR is destroyed, it disables all other REACTORs and REACTORSPARKs within the sector. It also appears to have the ability to halt rotating sectors when destroyed, by placing it within the same sector as the pivot point (SE 1) for rotation (as seen in E2L7.MAP: "Lunar Reactor").


Lo-Tag : Optional Channel. Triggers a MasterSwitch when the reactor is destroyed.
Palette : [0] = Appears in all modes [>0] = Multiplayer-only (works with #578, #1088).


TEXTURE# 603 NAKED1, 753 STATUE, 1294 PODFEM1, 1312 FEM1, 1317 FEM2, 1321 FEM3, 1323 FEM5, 1325 FEM4, 1334 FEM6, 1336 FEM8, 1395 FEM7, 3450 FEM9, 4456 (still frame), 4510 PIRATE1A / 4511 PIRATE4A, 4512 PIRATE2A / 4513 PIRATE5A, 4514 PIRATE3A / 4515 PIRATE6A, 4516 PIRATEHALF, 4864 FEM10, 4866 TOUGHGAL, 4874 WOMAN

The Fem textures are purely for entertainment. You can place them in city maps as if they were civilians (dancing.. stripping.. civilians). Just pretend they aren't hookers. Some of them are in alien bondage, and some of them are actually robots. If you press the action button on a female trapped in slime, she will say "Kill me". If you press the action button on the uninhibited FEMs, Duke will throw cash and spout a pick up line. The PIRATE girls each have two separate animation speeds (For example, PIRATE1A and PIRATE4A are the same animation at different speeds). PIRATEHALF may actually represent a male robot, but this is debatable. I think it's a female. The confusion arises because it is... let's say "exposed", but due to heavy pixellation and the fact that it is anatomically incorrect (lacks nipples), people assume it's male.


Hi-Tag : Optional Channel. When the FEM actor is killed, it will trigger all RESPAWN[SpriteNumber,Channel] sprites. This only works with certain FEM actors.


TEXTURE# 616 PIPE2, 618 PIPE3, 619 PIPE1, 994 PIPE5, 995 PIPE6, 996 PIPE4, 911 CACTUS, 1069 PLUG, 1240 FIREBARREL, 1250 STEAM, 1255 CEILINGSTEAM, 1390 FIREVASE, 2271 FIRE, 2311 FIRE2

These are Harmful Sprites. They cause damage to the player. PIPEs are destructible. When destroyed, they spawn a wall-aligned STEAM sprite so that it appears to be 90 degrees anticlockwise from the pipe's angle (although technically it isn't). If a player presses the action button on a PLUG, they will receive an electric shock. FIREBARREL spawns fire when broken (which quickly burns out). FIREVASE spawns fire as well. FIRE and FIRE2 burn indefinitely, and you must use Ctrl + PGDN on them or else they won't do any damage (they float until the player spots them, resize the sprite to make it less noticeable).


TEXTURE# 621 CAMERA1

The Camera can be viewed through using a View Screen. The display order is determined by sprite numbers, with higher numbers appearing earlier in the sequence. This means that the display order will be the exact reversal of the order in which the cameras were placed.


Lo-Tag : Channel. Set equal to the View Screen Hi-Tag to be viewed through.
Hi-Tag : [0] = No rotation. [>0] = Rotation angle range (512 = 180 degrees).
Shade : [<0] = Vertical tilt down. [>0] = Vertical tilt up.
Angle : Set to direction of camera view (initial direction if the camera rotates).
Palette : [0] = Appears in all modes. [>0] = Multiplayer-only.


TEXTURE# 634 BOLT1, 4525 SIDEBOLT1

The Bolt sprite animates and causes the floor and ceiling of a sector to flash randomly with brightness (simulating a flash of electricity). The SIDEBOLT1 sprite does not cause any flashing.


TEXTURE# 658

This unnamed texture animates unlike any other texture in the game. It's some sort of flashing red light. I don't recall it being in the game, but I do remember seeing this exact same texture used as a button in Duke Nukem: Zero Hour for Nintendo 64. Using the hidden switch trick, you could just as easily transform this texture into a functioning button.


TEXTURE# 660 WATERDRIP

The Water Drip spawns random water droplets and plays the appropriate sound effects automatically. For variety, use different palette values. Note that when you try placing this sprite on the ground, it will become virtually intangible. You must place this sprite on the ceiling (just use S to place any sprite on the ceiling, then change it to a water droplet).


Hi-Tag : [1] = Disable the dripping sound effects.


TEXTURE# 662 WATERBUBBLEMAKER

The Water Bubble Maker is used to spawn water bubbles. Place it where you want the bubbles to spawn.


TEXTURE# 675 EGG, 1550 SHARK, 1680 LIZTROOP, 1681 LIZTROOPRUNNING, 1682 LIZTROOPSTAYPUT, 1715 LIZTROOPSHOOT, 1725 LIZTROOPJETPACK, 1741 LIZTROOPONTOILET, 1742 LIZTROOPJUSTSIT, 1744 LIZTROOPDUCKING, 1810 (cannon), 1820 OCTABRAIN, 1821 OCTABRAINSTAYPUT, 1880 DRONE, 1920 COMMANDER, 1921 COMMANDERSTAYPUT, 1960 RECON, 1975 TANK, 2000 PIGCOP, 2001 PIGCOPSTAYPUT, 2045 PIGCOPDIVE, 2120 LIZMAN, 2121 LIZMANSTAYPUT, 2150 LIZMANSPITTING, 2165 LIZMANJUMP, 2360 ROTATEGUN, 2370 GREENSLIME, 2630 BOSS1, 2631 BOSS1STAYPUT, 2710 BOSS2, 2760 BOSS3, 4610 NEWBEAST, 4611 NEWBEASTSTAYPUT, 4670 NEWBEASTHANG, 4671 NEWBEASTHANGDEAD, 4690 NEWBEASTJUMP, 4740 BOSS4, 4741 BOSS4STAYPUT

The Enemies give the player something to kill between objectives. STAYPUT textures force the enemy to stay within their source sector (this is useful for keeping them in sniper positions, etc). There are lots of other special enemy textures as well. Three special textures worth mentioning are EGG (#675), NEWBEASTJUMP (#4690), and NEWBEASTSTAYPUT (#4611), because they're the only enemy sprites I know of which are affected in-game by their sprite size in the map editor (this is quite hilarious because you can make them absolutely enormous or incredibly tiny). To add a little variety, try changing enemy palettes, transparency, relative alignment, or flipping them upside-down, etc. Note that the names of BOSS2 and BOSS3 are actually mixed up within the game coding. Also note that BOSS2 (the Cycloid Emperor) can only travel through sectors with a Lo-Tag of 3. The cannon is included here, mostly because it is affected by skill settings like enemies, and it appears to be semi-conscious. It will fire cannonballs at someone if it is provoked (i.e. you shoot it, it's going to shoot back).


Lo-Tag : [0/1] = All skill levels. [2] = 2 and higher. [3] = 3 and higher. [4] = 4 only. (Skill settings have no effect on EGGs.)
Hi-Tag : Set equal to first Locator Lo-Tag to visit (affects RECON (#1960) only).
Palette : [0] = Default. [1] = Unfreezable. [4] = Shadow. [21] = Assault Trooper becomes Captain / Boss becomes Mini-Boss.


TEXTURE# 680 CHAIR3, 904 WOODENHORSE, 1026 HORSEONSIDE, 4570 DUKEBURGER

These are destructible 3D Objects which use multiple frames to display many angles. Duke has a sort of "slick" hairdo on the DUKEBURGER sprite.


TEXTURE# 762 MIKE

The Microphone will play the sound specified by its Hi-Tag when the player attempts to use it. This is the only sprite in the game which will actually play the KICK_HIT sound if it has a tag value of 0.


Hi-Tag : Sound number to play.


TEXTURE# 901 STRIPEBALL, 902 QUEBALL, 903 POCKET

The Pool Balls and Pocket sprites are placed in a sector to simulate a functional pool table. The pockets must be floor-aligned, and the pool balls should not be able to leave their source sector (or else graphical problems will occur). Use palette values on the pool balls for realism. In the game, the player can use the action button on the pool balls to play pool.


TEXTURE# 908 TREE1, 910 TREE2, 951 BOX, 978 CONE, 990 TIRE, 1062 RUBBERCAN

These are some random Explodable Objects. These can only be destroyed by an explosive blast. All of them except RUBBERCAN will melt and spawn temporary fire. The TIRE leaves a puddle of melted rubber behind, and the RUBBERCAN spawns rats when destroyed.


TEXTURE# 940 BOUNCEMINE, 1079 OOZFILTER, 1238 EXPLODINGBARREL, 1247 SEENINE, 4360 GUNPOWDERBARREL

The Bounce Mine is a proximity-sensitive underwater explosive. All of these sprites can be used to activate nearby cracks. The C9 and Ooz Filter can be used as time-delayed explosives or to trigger SE 13 sprites. If a C9 or Ooz Filter sprite is shrunken horizontally (x-wise) as much as possible, it will become a time-delayed explosive and will be invisible in the game. A time-delayed explosive must have a Lo-Tag or else it will not explode. If you use a Switch or Touchplate to activate the explosion, you must place a MasterSwitch with a Channel Lo-Tag in every sector containing a time-delayed explosive. Try changing palettes for variety.


Lo-Tag : Set equal to time delay until explosion (32 = 1 second). Only compatible with C9/Ooz Filter.
Hi-Tag : Channel. Set equal to SE 13 Hi-Tag to activate, or a Switch or Touchplate to be activated by. Only compatible with C9/Ooz Filter.


TEXTURE# 1020 SPOTLITE, 1630-1635 TRANSPORTER STAR

The Spotlight and the set of Transporter Star sprites can be used to simulate light beaming from a source. They work best with transparency. Use palettes for coloured lights.


TEXTURE# 1221 CRANEPOLE, 1222 CRANE

The Crane Pole and Crane are used in conjunction to simulate a working crane. The crane pole denotes the source sector for pickup, and the crane denotes the destination point.


Hi-Tag : Channel (links the crane and crane pole).


TEXTURE# 1226 BLOODPOOL, 4389 PUKE

Any player who steps in the Bloodpool will leave a few footprints behind. This is quite a fun sprite to use, because its palette value can transform it into many different liquids. Transparency gives the sprite a more liquid appearance. The PUKE sprite is an alternative. The following palette values are just some suggestions.


Palette : [0] = Harmful ooz. [1] = Water. [2] = Blood. [4] = Oil or melted rubber. [6] = Antifreeze. [7] = Muck.


TEXTURE# 1232 CANWITHSOMETHING, 4580 CANWITHSOMETHING2, 4581 CANWITHSOMETHING3, 4582 CANWITHSOMETHING4

The Can With Something is used to spawn an object when it is destroyed.


Lo-Tag : Set equal to the sprite number to spawn. Use any sprite number which has a name assigned to it (although some will not be compatible).


TEXTURE# 1267 RAT

The Rat squeaks and scampers away upon being spotted by the player. It works with different palettes too, for added exoticism.


TEXTURE# 1272 TRASH

The Trash is an unfinished sprite which jitters and bounces around in an attempt to simulate litter rustling in the wind. It will always travel in the same direction, but different trash sprites choose different directions. The direction it chooses is probably related to its sprite number. It disappears when it reaches the nearest blocked or one-sided wall. It looks terrible, but you may be able to find some use for it. It also works with different palettes.


TEXTURE# 1346 HELECOPT, 2491 DUKECAR

The Helicopter and Dukecar lose altitude and explode after a preset delay.


Angle : Set to direction of trajectory.


TEXTURE# 1352 MONK, 1353 SPACEMARINE, 1354 LUKE, 1355 INDY, 1356/1357 (Terminator), 2200 FECES, 4590 SNAKEP, 4943 JURYGUY, 4944 ("pick up bart")

These are Joke Objects that reference various mediums of popular culture.


TEXTURE# 1405 APLAYER

A Player is used to define Multiplayer start points. You must have a minimum of 7 sprites in the map for an 8 player DukeMatch game, and a minimum of 7 sprites in the map for an 8 player Co-Operative game (note that the Lo-Tag value distinguishes between these types). The maximum number of sprites that can be used in each case is 15, but placing more than 7 Co-Operative start points is useless. In both cases, the default player start position (set with Scroll Lock in 2D mode) accounts for the remaining start position (which is affected by the set height and angle). The other start positions are affected by the APLAYER sprite's height and angle.

The initial spawning order is determined by sprite numbers, with higher numbers appearing earlier in the sequence. This means that the initial spawning order will be the exact reversal of the order in which the sprites were placed. In a DukeMatch game, each player initially begins in the start position relative to their player number, but immediately afterwards the start positions are randomized. In a Co-Operative game, each player's start position is permanently set relative to their player number.


Lo-Tag : [0] = DukeMatch start position. [1] = Co-Operative start position.


TEXTURE# 1650 MORTER

The Mortar Shell is what the Battlelord lobs. I've never seen it used before, but it is absolutely perfect for a proximity mine. It explodes when any player gets too close. The mortar shell sprite is compatible with palettes, transparency, and resizing.


TEXTURE# 2333 FLOORFLAME

The Floor Flamethrower randomly spits flames and causes damage to any player within range. The sound effects are automatic. I'm rather surprised this wasn't used in the game.


TEXTURE# 2566 TRIPBOMB

The Tripbomb is used as an active tripbomb for setting traps on a flat vertical surface.


Lo-Tag : [0/1] = All skill levels. [2] = 2 and higher. [3] = 3 and higher. [4] = 4 only.


TEXTURE# 2590 FORCESPHERE

The Force Sphere is easily the most surprising unused sprite in the art files. It's quite hidden, and looks very complex in action. The name is vaguely self-explanatory; When the player sees this sprite, it transforms into a spherical forcefield. For best results, place it in mid-air in a reasonably large room.


TEXTURE# 3400 BLIMP

The Blimp spawns about a metric tonne of goodies when it's destroyed with an explosive.


TEXTURE# 3429 (vine)

This unnamed texture has no special properties, but it is unique in that it is one of the few traces of vegetation in the game. It would look great in any jungle or underground setting. Try different palettes for variety.


TEXTURE# 4340 LAVABUBBLE

The Lava Bubble randomly bursts. It wasn't used in the game, but I assume it was intended for the purple lava stream in E4L10.MAP: "The Queen". Use different palettes to change the type of liquid.


TEXTURE# 4397 SPEAKER

The Speaker plays grocery store muzak until it is destroyed by the player. The audible radius is preset.


TEXTURE# 4407 ROBOTMOUSE

This Annoying Robot Mouse just dances around and waffles on about nothing. Thankfully it is destructible. It can also be resized for comic effect.


TEXTURE# 4480 (torn wire)

This unnamed texture is a torn wire which animates electricity. It looks great around technical equipment. Adjusting the palette offers a lot of variety.


TEXTURE# 4569 JOLLYMEAL

The Jolly Meal is a small food package which spawns atomic health when destroyed.


TEXTURE# 4890 NATURALLIGHTNING

The Natural Lightning is used to spawn a random lightning bolt when used with SE 28. Any number of lightning bolts can be attached to an SE 28. The lightning bolt is compatible with palettes, too. Use with WATERDRIP (#660) sprites and ambient rain sound effects (sound #358) to create a rainstorm.


Hi-Tag : Channel. Set equal to SE 28 Hi-Tag.




Walls


TEXTURE# 120 TECHLIGHT2, 122 TECHLIGHT4, 124 WALLLIGHT4, 701 WALLLIGHT3, 703 WALLLIGHT1, 705 WALLLIGHT2

The Breakable Wall Light textures can be used with an SE 3 for random flickering lights after being shot out. The wall must be two-sided for this to work.


Wall Lo-Tag : Channel. Set equal to SE 3 Hi-Tag.


TEXTURE# 150 DOORTILE5, 151 DOORTILE6, 152 DOORTILE1, 153 DOORTILE2, 154 DOORTILE3, 155 DOORTILE4, 156 DOORTILE7, 157 DOORTILE8, 158 DOORTILE9, 159 DOORTILE10, 395 DOORTILE22, 447 DOORTILE18, 448 DOORTILE19, 449 DOORTILE20, 717 DOORTILE14, 781 DOORTILE16, 1102 DOORTILE15, 1144 DOORTILE21, 1169 DOORTILE17, 1178 DOORTILE11, 1179 DOORTILE12, 4391 DOORTILE23

The Door Tiles can be used to trigger an effect when the player either presses the action button on the wall, or kicks the wall. Note that the ActivatorLocked should not be used to unlock the same door that has the DOORTILE texture, because everytime the player attempts to open it, it will simply activate the DOORTILE texture and lock again!


Wall Lo-Tag : Channel. Set equal to Activator, ActivatorLocked, or MasterSwitch Lo-Tag to trigger.


TEXTURE# 230 BIGFORCE, 663 W_FORCEFIELD

The Big Force texture is used as an invisible forcefield. The W_Forcefield texture is used as a visible forcefield which causes damage to the player and can be toggled on and off. Both textures will only work on a masked wall. Try using different palettes on the W_FORCEFIELD for variety (be sure to adjust both sides).


Wall Lo-Tag : Channel. Set equal to a Switch or Access Switch to be toggled by (W_FORCEFIELD only).


TEXTURE# 255 MASKWALL9, 285 MASKWALL1, 387 MASKWALL10, 391 MASKWALL11, 514 MASKWALL5, 609 MASKWALL12, 830 MASKWALL13, 913 MASKWALL2, 914 MASKWALL3, 915 MASKWALL4, 988 MASKWALL14, 1024 MASKWALL15, 1059 MASKWALL6, 1124 MASKWALL8, 1174 MASKWALL7, 1175 JAILBARBREAK

The Masked Wall textures can be used however you see fit. They can block players from getting somewhere. Some can be used to simulate rounded doorways (as in E2L8.MAP: "Dark Side"). They can also be applied to sprites.


TEXTURE# 263 SCREENBREAK1, 264 SCREENBREAK2, 265 SCREENBREAK3, 266 SCREENBREAK4, 267 SCREENBREAK5, 268 SCREENBREAK6, 269 SCREENBREAK7, 270 SCREENBREAK8, 271 SCREENBREAK9, 272 SCREENBREAK10, 273 SCREENBREAK11, 274 SCREENBREAK12, 275 SCREENBREAK13, 806 OJ, 3370 BORNTOBEWILDSCREEN, 4120 SCREENBREAK14, 4123 SCREENBREAK15, 4125 SCREENBREAK19, 4127 SCREENBREAK16, 4128 SCREENBREAK17, 4129 SCREENBREAK18

The Screen Break textures are used on walls to simulate destructible television or monitor screens. All SCREENBREAK textures flicker randomly with static until destroyed by the player (the only exceptions being SCREENBREAK6-SCREENBREAK8, which are static). When destroyed, the texture will randomly display one of the three W_SCREENBREAK textures (#357, #358, #359). If you want to make a screen indestructible and without flickering static, simply assign a SCREENBREAK texture to a sprite instead of a wall.


TEXTURE# 293 W_TECHWALL1, 297 W_TECHWALL2, 299 W_TECHWALL15, 301 W_TECHWALL3, 305 W_TECHWALL4, 306 W_TECHWALL10, 307 W_TECHWALL16, 4130 W_TECHWALL11, 4131 W_TECHWALL12, 4132 W_TECHWALL13, 4133 W_TECHWALL14, 4134 W_TECHWALL5, 4136 W_TECHWALL6, 4138 W_TECHWALL7, 4140 W_TECHWALL8, 4142 W_TECHWALL9

The Tech Wall textures simulate destructible technical equipment.


TEXTURE# 407 FANSPRITE

The Fan can be used on a masked wall to simulate a destructible fan.


TEXTURE# 503 GLASS, 504 GLASS2, 510 STAINGLASS1, 758

The Glass textures are used to simulate either destructible or indestructible glass. GLASS and STAINGLASS1 are both destructible (the latter spawns colourful shards). GLASS2 and #758 can be set as transparent and used as indestructible glass.


TEXTURE# 560 MIRROR

The Mirror is used to define a 'solid' one-sided masked wall (1 key) as a mirror.


Wall Lo-Tag : Sound number to play when the player presses the action button on the mirror (sound #252: "Damn, I'm lookin' good!" is the standard).


TEXTURE# 867 ATM, 1212 VENDMACHINE, 1215 COLAMACHINE, 4181 W_MILKSHELF

These are some Destructible Dispensers. Use palettes for variety. The ATM spawns money when broken.




Floors/Ceilings


TEXTURE# 78 CLOUDYOCEAN, 79 CLOUDYSKIES, 89 LA, 94, 95, 96, 97, 98 REDSKY1, 99 REDSKY2, 199

These are Non-Lethal Parallaxed Sky textures. CLOUDYSKIES is unique in that it's the only sky texture which moves. #199 is perfect for a cloudless blue sky. LA is a parallaxed texture 'set' from #89-93 (meaning you only need to paste the first texture and the rest is displayed automatically after reloading the map or running the game). Remember that if you use a parallaxed texture set, you cannot use any other parallaxed textures in the map! Read the "References - FAQ" section for more information on that. For variety, try using different palette values on sky textures. Note that you are not limited to using only these textures. You can parallax any texture. Also note that you can use any textures designed for parallaxing on walls instead.


TEXTURE# 80 MOONSKY1, 84 BIGORBIT1

These are Lethal Parallaxed Sky textures. A parallaxed MOONSKY1 or BIGORBIT1 texture is used to define a sector as outer space. These textures display a 'set' or sequence of textures (meaning you only have to paste the first texture and the rest is done automatically after reloading the map or running the game). MOONSKY1 displays from #80-83, and BIGORBIT1 displays from #84-88. Remember that if you use a parallaxed texture set, you cannot use any other parallaxed textures in the map! Read the "References - FAQ" section for more information on that. Any player who enters a space sector will die immediately. This can be bypassed with the ceiling palette (the floor palette has no effect, even if the texture is only parallaxed on the floor!).


Ceiling Palette : [0] = Lethal. [>0] = Bypasses death effect (a value of 3 works great because it will not affect the colour).


TEXTURE# 120 TECHLIGHT2, 122 TECHLIGHT4, 124 WALLLIGHT4, 701 WALLLIGHT3, 703 WALLLIGHT1, 705 WALLLIGHT2

The Breakable Floor/Ceiling Light textures can be used with an SE 3 for random flickering lights after being shot out. They can also be used without a Hi-Tag as the ceiling of a Switch-activated light sector to make destructible lights.


Ceiling Hi-Tag : Channel. Set equal to SE 3 Hi-Tag.


TEXTURE# 200 FLOORSLIME, 859 HURTRAIL, 1082 FLOORPLASMA, 4240 PURPLELAVA

These are Damaging Floor textures. They will cause damage to any player touching the floor. The PURPLELAVA texture causes hyper-destructive damage to any player within the sector (regardless of vertical position), and it can even be used on the ceiling for the same effect. If a damaging floor texture (except PURPLELAVA) is used under a player's inital start position, that player will start weaponless (this only works once, subsequent spawns will not be affected). If FLOORSLIME is used on the ceiling of an underwater sector, the entire sector will have a green tint. If used on the ceiling of the player's initial sector, it has the strange effect of causing the view to be permanently green.


TEXTURE# 342 PANNEL1, 343 PANNEL2

The Ventilation Panel textures will trigger duct sound effects whenever a player is moving along the floor texture.


TEXTURE# 3026 BLANK

This is a completely Blank texture which can be used to make any object pitch black without changing its palette value (very useful on floors). It is not limited to floors; It can be used on sprites, walls, and ceilings as well.




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