A3 Ceiling Explosions

This effect causes the ceiling to explode (and enemies can drop out). It's rather complicated and can be a pain in the ass to get it working properly. But the result is very cool.

Create the sector with the ceiling that will explode. It should look like it has already exploded. If you want, you can parallax a sky texture on the ceiling (there are a few problems that can occur when parallaxing the ceiling, so you must place the same ceiling texture in at least one other location in your map).

Place the following sprites inside the sector: S[Channel,13], D[Delay,Channel] (R[SpriteNumber,Channel]). Make sure the S is angled down. Raise the S so it equals the height of the surrounding sector's ceiling (it may take a few tries to get this right). The R can be used to spawn enemies from the ceiling (raise it to the height that you want the enemies to spawn from).

Place as many invisible SEENINE[Channel,DelayExplosion] sprites as you want (shrink them as much as possible horizontally to make them appear invisible in the game). Raise them to the height that you want them to explode when triggered. For DelayExplosion, a value of 96 is approximately 1 second. You must assign a Lo-Tag to the SEENINE sprites (or else they won't explode).

Place either a T[0,Channel] or else a Switch[ActivationSound,Channel] somewhere in your level (to trigger the Ceiling Explosion).

When the game starts, the ceiling will be brought down to the S sprite's height. Note: Make sure the ceiling is closer to the S than the floor is. Otherwise, the floor will match the S sprite's height at pre-map.

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