This effect is a bit of a complex subject, and can be tricky to master. It looks good if done properly though.
Make the track for your subway car. The track should not be split into multiple sectors!
Create your subway car sector (keeping in mind that it has to fit through your track without going through the walls). Tag it [CarNumber,0]. CarNumber is the number of the car in your level. If this is the first subway car in your level, make CarNumber equal 1, if this is the second subway car in your level, make CarNumber equal 2, etc. Raise or lower the floor or ceiling of your subway car if you want, and be sure to use the R
key so your floor or ceiling moves with the car in the game. When you start making more complex subway cars, you can implement things like white-walled and nested sectors in your car. Check 3DRealm's maps to see exactly what is possible.
Place a series of L+[Pause,VisitingOrder]
throughout the track. Pause can have two values: 0 (no pause), or 1 (pause at Locator for five seconds). VisitingOrder is the order that each Locator is visited, beginning with 0. So you would give the first L+
a value of 0, the second L+
a value of 1, etc. When the subway reaches the last Locator, it loops back to the one with a Lo-Tag of 0.
Place the following sprites in your subway car: S[StartingLocator,6]
(Sp[0,Speed]). Angle the S
so it faces the front of the vehicle. When placing the S
, remember that it will overlap the upcoming L+
, then acts as a pivot point for the subway car if it needs to turn to reach the next L+
. Although the Sp
sprite is optional, I recommend using it. Otherwise, your subway car might go too slow or too fast and go straight through the walls of the track. A value of 100 seems reasonable.
Notes:
S[StartingLocator,6]