2D mode
General
Mouse
- Moves the cursor
Esc
- Displays a menu with the options: (N)ew, (L)oad, (S)ave, save (A)s, (Q)uit
Keypad Enter
- Switch to 3D mode
Left Mouse Button
- Used to drag a vertex or group of vertices.
Right Mouse Button
- Relocates the player to the mouse cursor's position. Useful for getting to sectors which you need to edit that are hard to access in 3D mode.
Right Shift
- Selects a bunch of points which you can drag around. Selects all points inside a box. Use the left mouse button
to drag the points.
Right Alt
- Select a bunch of sectors which can either be dragged around or duplicated. Use the left mouse button
to drag the sectors, or the insert
key to duplicate them.
Arrow Keys
- Move player's position. The player will be clipped.
Space Bar
- Used for creating new sectors. There are multiple ways of doing this, which will be explained in the next section.
Backspace
- Deletes the last vertex plotted. If continuously pressed, It will delete all of the previously plotted points until the sector no longer exists.
Insert
- Inserts a new vertex on a highlighted line. If pressed when a group of sectors are highlighted (using Right Alt
), the sectors will be duplicated and stamped.
Delete
- Deletes sprites. To delete a vertex, drag it onto one of it's two neighbouring vertices. If two vertices occupy the same space, one of them will be deleted.
J
- Joins two neighboring sectors. Press J
once with the mouse cursor inside the first sector, then J
again with the mouse cursor inside the second sector. The two neighboring sectors will be joined. The combined sector will keep the attributes of the first sector.
S
- Places a sprite on the position under the mouse cursor. A sprite looks like a circle with a tail in 2D mode.
B
- Blocks/Unblocks a wall or sprite. A blocked wall or sprite will appear pink in 2D mode, and an unblocked wall or sprite will appear blue in 2D mode. Players cannot walk through blocked walls or sprites.
C
- Changes a highlighted line into a circle defined by short line segments. Press +
or -
to increase or decrease the number of vertices in the circle. Pressing C
again cancels the operation, pressing space
completes the operation.
E
- Changes a sprite's status list number (used only for debugging).
>
and <
- Changes the angle of a sprite. Hold down Shift
to get a more precise angle. If you highlighted a sector, then the selected sector will be rotated instead.
Tab
- Move the mouse cursor inside the sector you want to see the attributes of, then press Tab
. The attributes will be displayed at the bottom of the screen. To clear it, move the mouse cursor outside of any sectors and press Tab
. This is useful for debugging.
L
- Turns grid locking on and off. Grid locking means that vertices will lock to the closest grid point when placed. If the grid is turned off, the grid locking will be turned off. A red mouse cursor means grid locking is on, a white mouse cursor means grid locking is off.
G
- Changes the grid resolution. The grid resolution cycles through this sequence: off, 1x, 2x, 4x (default), 8x, 16x.
A
- Zooms in closer to the grid.
Z
- Zooms out farther from the grid.
Scroll Lock
- Sets the in-game player start position by placing a brown arrow at the same location that the white arrow is currently on.
O
- Moves highlighted sprite to the nearest solid (or blocked) wall. The sprite's angle will be adjusted orthogonal to the wall.
P
- Enter highlighted sector's floor and ceiling palette.
Function
F1
- Displays a quick help. It also decreases your x-position by 1.
F2
- Increases your x-position by 1.
F3
- Decreases your y-position by 1.
F4
- Increases your y-position by 1.
F5
- Displays level statistics.
F6
- If a sprite is highlighted, it will display a Sector Effector help chart. If no sprite is highlighted, it will display the actor status and the next free tag number.
F7
- If the cursor is in a sector, it will display a Sector Tags help chart.
F8/F9
- Wall / Sector search. Insert the tag number then press [
or ]
.
F10
- Increases your angle by 1.
F12
- Takes a screenshot and saves it to a file (CAPTxxxx.PCX) where xxxx is the number (i.e. 0000...0001...etc).
Simultaneous
Ctrl + Right Shift
- Selects a bunch of points which you can drag around. Selects all points on a loop. Use the left mouse button
to drag the points.
Ctrl + T
- Turn tag boxes on/off.
Right Ctrl + Delete
- Deletes the entire sector which the mouse cursor is in. Note the Right Ctrl
for protection.
Ctrl + H
- Toggles Hitscan on/off. Hitscan walls will appear thick.
Alt + S
- This is complicated, so I will use images to explain.
Here we have a sector inside of another sector. In 2D mode, we can tell that it is a solid sector because of the white lines. In 3D mode, we can see that this is a solid sector because of the column in the middle of the room.
Place the cursor inside the innermost sector. Now hold Alt
and press S
. The innermost sector will become valid player space. In 2D mode, we can see this because of the red lines. In 3D mode, we can see this because the column is gone.
Alt + Tab
- Has the same function as Tab
, except used for walls and sprites. For red lines, place the cursor on the side of the line which you want to see the attributes of, because red lines are actually defined as two walls (one for each sector).
Alt + F
- Sets highlighted wall as that sector's first wall (used for direction of slopes in sector).
Alt + P
- Set the ceiling and floor palette values of a sector.
Shift + > or <
- Used to fine tune the angle of sectors or sprites.
apostrophe ( ' ) + M
- Displays memory status (BUILD will crash if you try to switch to 3D mode after using this key!).
apostrophe ( ' ) + 3
- Toggles tag display (7 settings).
Hi-Tags/Lo-Tags
T
- Allows the user to enter a Lo-Tag for the sector. Place the mouse cursor inside the sector first.
Alt + T
- Has the same function as T
, except used for walls and sprites.
H
- Allows the user to enter a Hi-Tag for the sector. Place the mouse cursor inside the sector first.
Alt + H
- Has the same function as H
, except used for walls and sprites.
3D mode
General
Mouse
- Moves the cursor.
Left Mouse Button
- If you highlight anything in 3D mode and hold down the left mouse button
, that item will stay highlighted. This helps you to move things up and down even once they've gone out of your view.
Esc
- Quit.
Keypad Enter
- Switch to 2D mode.
Arrow Keys
- Move.
Caps Lock
- Switches between three Z coordinate modes: Game mode, Height Lock mode (default), and Float mode. A
and Z
move vertically up and down for all three.
PGUP
and PGDN
- Changes the elevation of a sector's floor or ceiling (up or down). If a wall is highlighted, then the ceiling of that sector will move. If you highlight multiple sectors in 2D mode, then switch back to 3D mode, you can move multiple sectors up and down.
V
- Tile selection. Point the cursor at the texture you want to change. Press once to see an image list of all of the tiles currently being used on the map. Press twice to see an image list of all the tiles available. Press Enter
to place the tile on the selected object, or Esc
to cancel.
[
and ]
- Slopes floors and ceilings towards the "first wall".
2,4,6,8 (keypad)
- Repeat values. This changes the size of the pixels (smooshes them together, or spreads them apart). Normally used on walls or sprites. If used on the floor or ceiling, all of the walls in the sector will be affected.
/
- Use this key to reset the panning values.
5 (keypad)
- If you hold down this key in addition to the 2,4,6,8 keys (keypad)
, the values will align at multiples of 8.
.
- The period key attempts to match up all of the tiles along a wall. It scans along the wall to the right as long as the picture number is the same as the last wall. It basically "straightens" up your walls to make them look neater. Please note: this can cause BUILD to freeze, save before you attempt this.
F
- Flips tiles. For sprites and walls, the images are flipped x-wise in up to four different ways. For ceilings and floors, the images can be flipped up to eight different ways. Just keep pressing F
to see the different variations.
Delete
- Deletes the highlighted sprite.
Function
F1
- Displays quick help.
F2
- Move right
F3
- Move forward.
F4
- Move backward.
F9
- Turn left.
F10
- Turn right.
F11
- Gamma correction.
F12
- Screenshot (CAPTxxxx.PCX)
Simultaneous
Alt + V
- Height selection. Works just like V
, except this selects the groudraw height map.
Alt + P
- Selects a palette for walls, floors, or ceilings. 0 is the default. A ceiling palette of anything other than 0 in a sector with a parallaxed "BigOrbit" tile for a ceiling texture will allow Duke to survive in that sector.
Alt + F
- Sets the sector's first wall. When you use relative alignment mode on ceilings and floor textures, you can press Alt + F
to choose a new wall to align to. It actually rotates the walls of a sector by 1.
Alt + D
- Change a sprite's clipdist.
Alt + [ and ]
- Used to match a slope perfectly to the next ceiling/floor.
Alt + +/-
- Adjust depth cueing in that sector.
Ctrl + Alt + +/-
- Adjust base visibility of entire map.
Ctrl + A
- Look up
Ctrl + Z
- Look down.
Ctrl + P
- Used on a parallaxed ceiling to change parallaxing style (default, elongated, and cylindrical).
Ctrl + PGUP
or Ctrl + PGDN
- Used with sprites only. Places a sprite exactly on the floor or ceiling.
Shift + 2,4,6,8 (keypad)
- Panning values. This moves the entire image along the wall, ceiling, or floor (does not function on sprites).
Shift + [ and ]
- Used to fine tune the angle of a slope.
apostrophe ( ' ) + C
- Changes the global sector shade to the shade of the selected object.
apostrophe ( ' ) + G
- Toggles buffer texture display (Displays the copied texture).
apostrophe ( ' ) + R
- Toggles FPS display on/off.
apostrophe ( ' ) + S
- Insert a shade value for the highlighted object.
apostrophe ( ' ) + V
- Changes a sector's visibility.
apostrophe ( ' ) + W
- Toggles sprite display (all sprites/no effectors/no actors/none).
apostrophe ( ' ) + Y
- Display undefined textures as purple instead of creating a HOM (Hall Of Mirrors) effect. This is only useful if you changed art files.
apostrophe ( ' ) + Delete
- Changes an object's "cstat" flag to 0.
Hi-Tags/Lo-Tags
apostrophe ( ' ) + H
- If a ceiling or floor is highlighted, this will set the sector's Hi-Tag. If a wall is highlighted, this will set the wall's Hi-Tag. If a sprite is highlighted, this will set the sprite's Hi-Tag.
apostrophe ( ' ) + T
- If a ceiling or floor is highlighted, this will set the sector's Lo-Tag. If a wall is highlighted, this will set the wall's Lo-Tag. If a sprite is highlighted, this will set the sprite's Lo-Tag.
Copying and Pasting
Tab
- Copy. This copies the attributes of an object into a temporary place. The attributes it copies are: tile, shade, x-repeat, y-repeat, and cstat values.
Left Enter
- Paste. This pastes the stored attributes over the highlighted object. The y-repeat values stay the same, and the x-repeat values are adjusted so the pixels of the bitmaps have a square aspect ratio.
Ctrl + Left Enter
- Pastes the attributes to every wall in a loop (If a wall is highlighted).
Shift + Left Enter
- Pastes the shading attributes only.
Ctrl + Shift + Left Enter
- Auto shades a sector. It only does a half-assed job of it though. First make any wall in a loop the lightest shade you want. Then make any other wall in the loop the darkest shade you want. Now place the mouse cursor over the wall that you want to be the lightest and press Ctrl + Shift + Left Enter
. The walls are supposed to be smoothly shaded.
Alt + C
- Works like Left Enter
, except it replaces all of the matching textures/sprites at once!
Sector (Ceiling/Floor) Flags
P
- Parallaxing on/off. Parallaxing is basically a sky effect.
G
- Give the floor of the current sector a groudraw (floor with height mapping).
E
- Expand and Unexpand ceiling and floor images.
R
- Switch between relative alignment and normal mode for ceilings and floors.
Wall Flags
B
- Enables/Disables blocking of walls. You can only block or unblock a wall which shows up as a red line in 2D mode (double sided wall).
T
- Translucense - Switches between three different modes of transparency: solid, semi-transparent, and extra-transparent.
M
- Maskable walls. The picture will be the same on both sides, except they will be flipped x-wise.
Shift + M
- Make a maskable wall on only one side.
1
- Make a one way wall.
2
- Allows the floor step and the ceiling step of a wall to be seperately editable. Just press 2
on either the top or bottom part of the wall.
O
- Wall orientation. Changes whether the image starts from the top or bottom.
H
- Toggle hitscan passthrough bit. Default is passthrough. Basically means "Hittable", so bullets/ammo can hit it.
Sprite Flags
1
- Display as "static".
B
- Sets the sprite as both Blockable and Hittable, or disables both if pressed again. A sprite with this attribute set will appear pink in 2D mode, and blue if it is disabled.
C
- Positions the highlighted sprite halfway below the floor, to make it seem like it's floating on water.
O
- Moves a sprite to the nearest solid (or blocked) wall and adjusts it orthogonal to the wall.
T
- Translucence. Switches between three different modes of transparency: solid, semi-transparent, and extra-transparent.
R
- Relative Alignment. Switches between 3D (sprite always faces player), 2D (sprite is flat), and floor alignment (sprite is flat on floor). Floor alignment can cause some sprites to look ridiculous.
apostrophe ( ' ) + /
- Autosize. Resets a sprite to it's default x and y values.