Blow Wall 1



This tutorial is designed to show how create a wall with a crack in it that can be blown. The wall blows open when shot by an explosive weapon to reveal an area behind it. To view this map in Shadow Warrior download blow1.zip




Fig 1a. Archway with hidden area.

Fig 1b. Archway split into two sectors.

1. First, create an archway and the hidden area that you want to be found when the wall (archway) is blown up (fig. 1). Raise the floor of the archway a little for appearance. Now, split the archway sector by inserting two vertices and connecting them with a line. What this does, is it makes the split wall the first wall of each of the archway sectors. Use the [ and ] keys to slope the floor and ceiling of the archway sectors. Generally, make the opening of the archway sector wider on the side that has the first wall on it. If you run your map and the opening is not close all the way. This may be the problem. To make a wall the first wall of a sector. Go to 2D mode, and place the cursor on the inside of that wall and press Alt-F. If desired, slope the floor and ceiling of the hidden area too.


Fig 2. 3D view with the crack sprite.

2. With the wall above the archway in the main area, I set the orientation of the wall texture by pressing the O key (3D mode). Insert the crack sprite onto the archway wall by placing the cursor on the wall above the archway and pressing the S key. Change the sprite to picnum 80 (see section 3.2 of the SPRITAGS.TXT). Use the PgDn key to position the crack sprite in the archway opening. The shape ot the opening in Build is what will appear when the wall (archway) is blown during game play. Give the crack sprite a LoTag of 257 and a HiTag of 1 or your next available match tag value. Note, that the match tag is the HiTag value for the crack sprite. Give TAG3=32, TAG7=0, and TAG8=0 values to the crack sprite.


Fig 3. Inserting ST1 sprites into the archway sectors.

3. Insert a ST1 sprite in each of the archway sectors. Give them a HiTag of 57 (SECT_EXPLODING_CEIL_FLOOR), and a LoTag the same as your match tag in step 2. These ST1 sprites are the ones that will bring the floor and ceiling of the archway sectors together at pre-map load. They are also the sprites that raise the floor and ceiling to the heights given to them in Build when the crack sprite is blown. That's it, you are now done with this effect. However, if you wish to have more explosions then go to step 4.


Fig 4. Inserting ST1 sprites for additional explosions.

4. I inserted five ST1 sprites that will be used for additional explosions when the crack is blown. Give them a HiTag of 69 (SPAWN_SPOT), and LoTag of your match tag (1 in our case). Use the PgUp key to place them at the height you want them to explode at (3d mode).

5. The TAG5 values should not be the same. I used 2, 3, 5, 7, and 8. Just play with these values until you get the effect that you want. Also, the color of the ST1 sprite does not have to be red like I used in my blow1.map. I just do that so I know that these ST1 sprites are for explosions when I'm creating my maps in Build.




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