Alt + p + # | Effect on walls, ceilings, and floors | Effect on monsters | Effect on sprites |
0 | Standard | Standard | Standard: ACCESSCARD, ACCESSSWITCH, and ACCESSSWITCH2, (tile numbers: 60, 130, and 170, respectively), will be for the BLUE KEYCARD. |
1 | Blue | Blue | Makes buttons, switches, and items appear only in Duke Match or Co Op play. Effectors, such as touchplates will only activate in DM mode. |
2 | Red | Red | Makes buttons, switches, and items appear only in Duke Match or Co Op play. Effectors, such as S-effectors are sometimes given this palette to make them operate in a particular way. For instance, for the double curved doors. The door on the left will have an effector with a palette of 2 so that the door on the left will spin in the opposite direction. |
3 | Standard: BUT APPLY THIS PALETTE to any ceiling where you have used either tile # 80 or tile # 84 (BIGORBIT textures). If you do not apply palette 3 to the the BIGORBIT textures, the player will instantly die upon stepping out under this sky texture. You can also apply this palette to any ceiling that is paralaxed where you are using some version of the subway cars effect to prevent them from firing rockets. | Standard | Standard: NOTE: A button, switch or item sprite which has had a palette other than zero applied to it, will not appear in single play mode. ( excluding ACCESSCARDs, NUKEBUTTONs, and ACCESSSWITCHes ) |
4 | Black: I use this palette when I want to darken a surface, to either make it appear black or for a back drop. For instance, some of the textures are transparent like tile numbers 527, 530, and 533. I have, in some maps, made a sector house one of these textures and given the wall of that sector a palette of 4. This way the masked wall in front appears to have a black back ground. example | Black | Black |
8 | Makes FLOORSLIME, tile #200 toxic: hurts player. Also, having the player start on top of this texture with palette 8 will force the player to start without a weapon. | Toxic, Green | Toxic, Green |
14 | Depending on the texture's properties, their foreground colour may appear as green. | Some part of their clothing will appear green. For instance, the Troopers' jetpacks are green. | This palette will give the NUKEBUTTON, tile #142, a foreground of green but it also makes the NUKEBUTTON a secret level exit button. |
21 | Depending on the texture's properties, their foreground colour may appear as red. | Giving the Trooper a palette of 21 will give the Trooper the ability to teleport. Applying palette 21 to BOSS1 will make it a "mini Boss" meaning, the demise of BOSS1 will not end the level. NOTE: Giving BOSS2 or BOSS3 a palette of 21 will not have the same effect: well, only partially, meaning that their demise will not end the level. However, one shot from the pistol, and they're dead... hardly the type of Boss one might expect. | ACCESSCARD, ACCESSSWITCH, and ACCESSSWITCH2, (tile numbers: 60, 130, and 170, respectively), will be for the RED KEYCARD. |
23 | Depending on the texture's properties, their foreground colour may appear as yellow. | Foreground colour will appear as yellow. | ACCESSCARD, ACCESSSWITCH, and ACCESSSWITCH2, (tile numbers: 60, 130, and 170, respectively), will be for the YELLOW KEYCARD. |