2D mode
General
Mouse
- Moves the cursor
Escape
- Displays menu : (N)ew, (L)oad, (S)ave, save (A)s, (Q)uit
Keypad Enter
- Switch to 3D mode.
Left Mouse Button
- Used to drag vertices, sprites, or copied sectors.
Right Mouse Button
- Relocates the player to the mouse cursor's position. Useful for getting to sectors which are difficult to access in 3D mode.
Right Shift
- Selects a group of vertices and sprites which you can drag around with the Left Mouse Button
. The selected sprites can be duplicated and stamped using Insert
.
Right Alt
- Selects a group 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. The duplicated sectors are pasted directly on
top of the originals, and must be dragged off. After highlighting a
group of sectors, you can load a different level and the highlighted
sectors will appear in the loaded level (although you may encounter some
problems with this feature). Also note that highlighting multiple sectors allows you to shade them (with +
or -
) or change their elevation (with PGUP
or PGDN
) as if they were a combined unit in 3D mode.
Enter
- Check pointers for highlighted sector (attempts to fix if corrupted).
Arrow Keys
- Move player's position. Hold Left Shift
to move faster. Holding Right Ctrl
will cause the player to strafe rather than turn.
Left Shift
- Hold in conjunction with the Arrow Keys
to move faster. This also displays the co-ordinates of the mouse cursor.
Spacebar
- Places vertices which are used to create sectors.
Backspace
-
Deletes the last vertex plotted. If continuously pressed, it will
delete all of the previously plotted vertices until the sector no
longer exists.
Insert
-
Inserts a new vertex on a highlighted line. If pressed when a group of
sectors/sprites are highlighted, the sectors/sprites will be duplicated
and stamped (copied).
Delete
-
Deletes sprites. To delete a vertex, drag it onto one of its 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. Pressing a key from 1
to 0
on the upper row of numbers prior to pressing S
will make the inserted sprite's picnum (texture) be 1 to 10, respectively. Yet another incredibly useful new feature.
B
- Activates a
wall's blocking flag, or deactivates both its blocking and hitscan
flags; activates or deactivates a sprite's blocking and hitscan flags.
A blocked wall or sprite will appear pink in 2D mode. Players cannot
walk through blocked walls or sprites.
C
- Changes the highlighted line into a semi-circle consisting of short line segments. Press Keypad +
or Keypad -
to increase or decrease the number of vertices in the semi-circle. Pressing C
again cancels the operation, pressing Spacebar
completes the operation. (Note: In Mapster32, this key also has the same function as Insert
when copying objects).
E
- Changes a sprite's status list number. This is used for debugging, and I have no idea what it does or how it works.
,
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
- Press Tab
in a sector to display its attributes at the bottom of the screen. To clear it, press Tab
in an empty area. Use Ctrl + Tab
to display wall or sprite attributes.
Keypad 2/4/6/8
-
Adjusts the size of sprites. Use in conjunction with Keypad 5
to speed up the process.
/
- Reset panning, repeat, and flags. Use this key to reset walls or sprites.
L
- Toggles grid
locking on/off. Grid locking means that vertices will lock to the
closest grid point when moved or 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: 1024 units, 512 units, 256 units (default), 128 units, 64 units, 32 units, 16 units, 8 units, autosize, OFF. Autosize mode adjusts the grid resolution according to the zoom level. The further you zoom in, the higher the resolution and vice versa.
A
/ Z
- Zooms in and out respectively.
O
- Moves
highlighted sprite to the nearest solid (or blocked) wall. The sprite's
angle will be adjusted orthogonal to the wall. Use this to place
wall-aligned sprites directly on a wall. This is especially handy for
moving sector effectors directly onto a sector's first wall.
P
- Enter highlighted sector's floor and/or ceiling palette.
R
- Sets sprite relative
alignment mode. Switches between 3D (sprite always faces player),
wall-alignment, and floor-alignment.
M
- Set the 'extra' value of a sector. I have never used this value before so I'm not sure what it does.
X
/ Y
- Flip the selected sectors on their X or Y axis respectively. Use either key in conjunction with Alt
instead to create a mirror image of the original sectors.
Scroll Lock
- Sets the current camera position as the in-game player start position (represented by a green arrow).
Function
F1
- Displays the help menu.
F4
- Toggle 'first wall' highlighting.
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 menu which can be used to edit the sector data.
F8
- Highlight a wall/sprite and press this to edit the wall/sprite data.
Alt + F7
- Search for a sector via Lo-Tag value. Use ]
to search forward and [
to search backward.
Alt + F8
- If a wall is highlighted, starts a wall search via tag values. If a sprite is highlighted, brings up a sprite search menu. In either case, use ]
to search forward and [
to search backward.
F9
- Displays a Sector Tags help chart.
F12
- Takes a screenshot and saves it to a file (CAPTxxxx.TGA). Hold Shift
for an inverted screenshot.
Simultaneous
Ctrl + S
- Saves map.
Ctrl + L
- Loads the last saved map.
Ctrl + P
- Playtest map from current position.
Ctrl + Shift + P
- Playtest map from starting position.
Ctrl + N
- Toggles sprite clipping through floors/ceilings.
Ctrl + Right Shift
- Highlight a wall and use this key combination to select all the vertices of the sector, which can then be dragged around. Use the Left Mouse Button
to drag the sector. Note that any sprites within the sector will remain stationary (this is what differentiates this function from Right Shift
).
Ctrl + H
- Toggles wall/sprite Hitscan on and off. Hitscanned objects will appear thick.
Ctrl + T
- Turn tag boxes on/off.
Ctrl + Delete
- Deletes the entire sector which the mouse cursor is in. This function used to work only with the Right Ctrl
key for protection, but in Mapster32 it works with both keys.
Shift + B
- Toggles one-sided blocking of wall or sprite.
Shift + G
- Cycles through the grid resolutions in reverse.
Shift + , or .
- Used to fine tune the angle of sectors and sprites.
Shift + /
- Sets xrepeat to yrepeat (squares the dimensions). Only works on sprites.
Ctrl + Shift + Enter
- Check all pointers. Attempts to fix corrupted pointers in a map. This function wasn't documented.
Alt + F
- Sets
highlighted wall as that sector's first wall (the first wall is the
axis line for slopes). Make sure the mouse cursor is on the proper side
of the wall before pressing Alt + F
(this is important for two-sided walls especially, as each side has different attributes).
Alt + M
- Set the 'extra' value of walls or sprites. I have never used this value before so I'm not sure what it does.
Alt + S
- Place the mouse cursor within a nested sector, make sure that an inner wall is highlighted (flashing), and press Alt + S
to set the nested sector as valid player space.
Alt + Tab
- Has the same function as Tab
,
except used for walls and sprites. Make sure the mouse cursor is on the
proper side of the wall before checking attributes (because two-sided
walls have separate attributes on each side).
Apostrophe ( ' ) + A
- Toggles Autosave. The default interval is 3 minutes, but this is adjustable in the mapster32 configuration file.
Apostrophe ( ' ) + N
- Toggles clipping on/off. Turning clipping off will allow the camera to move through all blocked objects, including the floor and ceiling. This is an extremely useful function.
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).
Apostrophe ( ' ) + 7
- Swap the tag display of walls and sprites.
Apostrophe ( ' ) + F
- Accesses a 'special functions' menu which contains some useful features.
Apostrophe ( ' ) + J
- Jump to specific X/Y co-ordinates.
Apostrophe ( ' ) + L
- Set wall or sprite co-ordinates.
Apostrophe ( ' ) + S
- Adjust a sprite's size values.
Hi-Tags/Lo-Tags
T
- Used to enter a sector Lo-Tag. Place the mouse cursor inside the sector first.
Alt + T
- Has the same function as T
, except used for walls and sprites.
H
- Used to enter a sector Hi-Tag. Place the mouse cursor inside the sector first.
Alt + H
- Has the same function as H
, except used for walls and sprites.
Mouse
To solve ambiguity between sector selection and wall/sprite selection, one usually must press Alt
to work with wall/sprite instead of sectors.
Right Shift
- Use this in combination with the mouse to highlight vertices/sprites for mouse dragging.
Right Alt
- Use this in combination with the mouse to highlight sectors for mouse dragging.
Mouse Wheel
- Adjust camera zoom level.
Alt + Mouse Wheel
- Jump to new camera position in response to mouse movements, and adjust the zoom simultaneously (this is virtually useless since you can achieve the same effect in a smoother fashion by using the Right Mouse Button
instead of Alt
.
Left Mouse Button
- Hold to drag objects.
Right Mouse Button
- Hold to move the camera.
Right Middle Mouse Button
- Hold to move the camera.
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 object will stay selected as long as you hold the Left Mouse Button
. This helps you move things up and down even when they've left your field of vision.
Escape
- Asks if you'd like to quit (Y/N). Also asks if you want to save your changes to the map.
Keypad Enter
- Switch to 2D mode.
Arrow Keys
- Move player's position. Hold Left Shift
to move faster. Holding Right Ctrl
will cause the player to strafe rather than turn.
A
/ Z
- Moves the camera up and down respectively. Hold Left Shift
to move faster. Hold Ctrl
to look up and down instead.
Left Shift
- Hold in conjunction with the Arrow Keys
to move faster. Also works with A
/Z
.
Caps Lock
/ Apostrophe ( ' ) + Z
- 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 an object's elevation (floors, ceilings, or sprites). If a wall is highlighted, then the ceiling of that sector will move. There are a few modifier keys that can be used with this function. Holding Ctrl
will make floors and ceilings move four times as fast; when used on sprites it will position them directly on the floor or ceiling. Holding End
will make objects move at half increments, and holding Home
will make objects move at quarter increments. If you highlight multiple sectors in 2D mode, then switch back to 3D mode, you can adjust multiple floors and ceilings.
V
- Tile
selection. Point the cursor at the texture you want to change. Press
once to see an image list of all of the textures currently being used
on the map. Press twice to see an image list of all the textures
available. Within this menu, you can use the Arrow Keys
, or G
to goto a specific tile. Press Enter
to place the texture on the selected object, or Escape
to cancel. See the Tile Selection Mode section further below for more keypresses.
[
and ]
- Slopes floors/ceilings up and down respectively. The sector's first wall is the axis line for slopes. Holding Right Shift
slopes in smaller increments, and holding Shift
slopes in the smallest increments.
Keypad 2/4/6/8
-
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, they will be panned. Use in conjunction with Keypad 5
to make the values align at multiples of 8 (speeds up the process). Hold Shift
to use the same panning functionality on walls.
Keypad -
/ Keypad +
- Adjust the shade of currently highlighted object.
-
/ =
- Cycle through textures for currently highlighted object.
/
- Reset panning, repeat, and flags. Use this key to reset walls or sprites.
.
- The period
key adjusts the panning of all the walls in a loop. It scans
along the walls 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. Note: this can cause Build to freeze, save before you
attempt this.
F
- Flips
textures. For sprites and walls, the textures are flipped x-wise in up to
four different ways. For ceilings and floors, the textures can be
flipped up to eight different ways. Just keep pressing F
to see the variations.
S
- Insert sprite at mouse cursor's current location. If aimed at the floor or ceiling, the relative alignment will be set as 3D. If aimed at a wall, it will be set as wall-aligned.
G
- Set picnum (texture number) of highlighted object.
3
- Toggle sector over sector preview.
Delete
- Deletes the highlighted sprite.
,
and .
- Changes the angle of a sprite. Hold down Shift
to get a more precise angle.
Function
F1
- Displays the help menu.
F2
- Toggle clipboard preview.
Shift + F2
- Toggle current tile display.
F3
- Toggle mouselook.
F5
- Toggle mouse navigation.
F6
- Toggle automatic Sector Effector help.
F7
- Toggle automatic Sector Tag help.
F9
- Reload and activate maphacks.
F10
- Disable maphacks.
F11
- Gamma correction.
F12
- Screenshot (CAPTxxxx.TGA). Hold Shift
for an inverted screenshot.
Simultaneous
Ctrl + S
- Saves map.
Ctrl + L
- Loads the last saved map.
Ctrl + P
- Playtest map from current position.
Ctrl + Shift + P
- Playtest map from starting position.
Ctrl + N
- Toggles sprite clipping through floors/ceilings.
Alt + P
- Adjust an object's palette value (floors, ceilings, walls, or sprites).
Alt + F
- Sets
the sector's first wall. The first wall is used as the axis line for
slopes. When you use relative alignment mode on ceilings and floor
textures, you can press Alt + F
to choose a new wall to align to.
Alt + D
- Change
a sprite's clipdist (clipping distance). This only works if the
sprite's relative alignment is set to "3D" (always faces the player).
It does not work on all sprites. This is actually a very useful
feature.
Alt + [
- Used to align a slope perfectly to the adjoining floor.
Alt + ]
- Used to align a slope perfectly to the adjoining ceiling.
Alt + Keypad +/-
- Adjusts depth cueing (visibility).
Shift + Alt + Keypad +/-
- Adjusts visibility in smaller increments.
Ctrl + Alt + Keypad +/-
- Adjusts global visibility.
Ctrl + T
- When highlighting an alphabet sprite, this brings up a text entry tool. This feature is simply amazing. The alphabets are configurable in mapster32.cfg
Ctrl + Alt + Keypad +/-
- Adjust base visibility of entire map.
Ctrl + A
- Look up
Ctrl + Z
- Look down.
Ctrl + PGDN
/ Ctrl + PGUP
- Places a sprite exactly on the floor or ceiling, respectively. When used on sectors, they will move four times as fast.
Shift + , or .
- Used to fine tune the angle of sprites.
Shift + /
- Sets xrepeat to yrepeat (squares the dimensions). Only works on sprites.
Apostrophe ( ' ) + Backspace
- Clear all flags for wall/sprite.
Apostrophe ( ' ) + A
- Toggles Autosave. The default interval is 3 minutes, but this is adjustable in the mapster32 configuration file.
Apostrophe ( ' ) + C
- Changes the global shade of the highlighted object (ceiling, floor,
wall, or sprite) to the shade of the currently copied object, provided that they are both the same texture.
Apostrophe ( ' ) + D
- Cycle actor skill level display.
Apostrophe ( ' ) + L
- Set sector or sprite co-ordinates. In the case of sectors, the Z co-ordinates and slope can be adjusted. For sprites, the X, Y, and Z co-ordinates and the angle can be adjusted.
Apostrophe ( ' ) + M
- Set 'extra' value of highlighted object. I have never used this value before so I don't know what it does.
Apostrophe ( ' ) + N
- Toggles clipping on/off. Turning clipping off will allow the camera to move through all blocked objects, including the floor and ceiling. This is an extremely useful function.
Apostrophe ( ' ) + P
- Set palette of all sprites/walls/floors/ceilings (individually) in all selected sectors.
Semicolon ( ; ) + P
- Set palette of all sprites/walls/floors/ceilings (globally) in all selected sectors.
Apostrophe ( ' ) + R
- Toggles FPS display on/off.
Apostrophe ( ' ) + S
- Insert a shade value for the highlighted object.
Apostrophe ( ' ) + V
- Insert a value for the sector's visibility.
Semicolon ( ; ) + V
- Set sector visibility for all selected sectors.
Apostrophe ( ' ) + W
- Toggles sprite display (all sprites/no effectors/no actors/none).
Apostrophe ( ' ) + X
- Toggle sprite shade preview.
Apostrophe ( ' ) + Y
- Display undefined textures as "purple" instead of creating a HOM
(Hall Of Mirrors) effect. Personally I prefer this over the stupid HOM
effect, and it looks more pink than purple.
Copying and Pasting
Tab
- This
copies the attributes of an object into a temporary buffer. The
attributes it copies are: picnum (texture), shade, palette, tags, extra, x-repeat, y-repeat, and cstat values.
Enter
- This
pastes the stored attributes over the highlighted object (picnum, shading, palette, flags, tags, and extra). 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 + Enter
- Pastes the picnum, shade, and palette attributes to every wall in a loop (if a wall is highlighted).
Shift + Enter
- Pastes the shading/palette attributes only.
Apostrophe ( ' ) + Enter
- Paste picnum only.
Ctrl + Shift + Enter
- Auto-shades walls. It only does half a job of it though. First
make any wall in a loop the lightest shade you want. Then make the last
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 + Enter
. The walls are supposed to be smoothly shaded.
Alt + C
- Works like Enter
, except it replaces all of the matching textures/sprites at once (very handy).
Sector (Ceiling/Floor) Flags
P
- Parallaxing on/off. Parallaxing is basically a sky effect.
E
- Expand/collapse a ceiling or floor texture.
R
- Activates and deactivates relative alignment mode for ceilings and floors.
Wall Flags
B
- Enables/Disables blocking of walls. You can only block or unblock two-sided walls.
Shift + B
- Toggles one-sided blocking.
T
- Translucense - Switches between three different modes of transparency: opaque, semi-transparent, and transparent.
M
- Masks a wall (point the cursor on the floor just below where the two-sided wall would be, and press M
). The texture will be the same on both sides, except it will be flipped x-wise.
Shift + M
- Makes a one-sided masked wall.
1
- Makes a one-sided masked wall.
2
- Allows the floor step and the ceiling step of a wall to be separately editable. Just press 2
on the top half of the wall. This feature isn't perfect, and it will
cause shading problems if used with the light switch effect (top half
of the wall will stay dark).
O
- Wall orientation. Changes whether the texture aligns to the ceiling or floor.
H
- Toggles hitscan passthrough bit. Basically means "Hittable". Allows a masked wall to be shot by bullets.
Shift + H
- Toggle one-sided hitscan sensitivity.
Sprite Flags
1
- Display as "static" (one-sided).
B
- Sets the
sprite as both Blocked 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.
Shift + B
- Toggles one-sided blocking.
H
- Sets a
sprite as Hittable (the sprite will appear thick in 2D mode). Depending
on the sprite, this feature may be useless (many sprites are
automatically blocked and hittable in the game).
Shift + H
- Toggle one-sided hitscan sensitivity.
C
- Centers the highlighted sprite halfway below the floor, as if it were floating amidst water.
O
- Moves a
sprite to the nearest solid (or blocked) wall and adjusts it orthogonal
to the wall. This is especially handy for moving sector effectors
directly onto a sector's first wall.
T
- Switches between three different modes of transparency: opaque, semi-transparent, and transparent.
R
- Relative
Alignment. Switches between 3D (sprite always faces player),
wall-alignment, and floor-alignment. Floor-alignment can cause some
sprites ("actors" such as enemies, health, etc.) to malfunction in the
game, and some sprites will also look meshed. As a general rule, only
textures with square size values will look proper in floor-alignment
mode. For example, some compatible texture sizes would be 32x32,
64x128, 32x256, etc. Some incompatible texture sizes would be 13x17,
57x9, 21x55, etc.
Hi-Tags/Lo-Tags
Apostrophe ( ' ) + H
- Sets the Hi-Tag of the current object (wall/sprite/sector). Aim at the floor or ceiling to set the sector Hi-Tag.
Apostrophe ( ' ) + T
- Sets the Lo-Tag of the current object (wall/sprite/sector). Aim at the floor or ceiling to set the sector Lo-Tag.
Tile Selection Mode
This mode is accessed by pressing the V
key on a texture.
V
- Display entire texture list.
Arrow Keys
- Move selection cursor.
PGUP
/ PGDN
- Move selection cursor by page increments.
Keypad /
- Zoom in.
Keypad * (asterisk)
- Zoom out.
G
- Goto specific texture number.
U
- Goto beginning of user defined art (#3584).
A
- Goto beginning of Atomic edition art (#4096).
E
- Goto beginning of extended art (#6144, #9216).
Z
- Toggle texture zoom.
T
- Select from pre-defined tilesets.
Escape
- Cancel texture selection.
Enter
- Accept texture selection.
Mouse
- Move selection cursor.
Mouse Wheel
- Scroll through textures.
Right Mouse Button
- Smooth scrolling through textures.
Ctrl + Mouse Wheel
- Adjust zoom level.
Left Mouse Button
- Accept texture selection.
Mouse
Use F3
to toggle mouselook mode. Note that modifier keys, such as
Shift
, Alt
,
Home
,
End
, are compatible with mouse functions just as they would be with keyboard functions. They can still be used when adjusting shading, visibility, elevation, etc.
Left Mouse Button
- "Lock" the currently highlighted object. The object will stay selected regardless of the mouse cursor's position. This is extremely useful, to the point of being necessary for many tasks.
Left Mouse Button + Middle Mouse Button
- Toggle mouselook mode.
Mouse Wheel
- Adjust shade of object, or visibility of selected sectors.
Alt + Mouse Wheel
- Adjust sector visibility.
Left Mouse Button + Mouse Wheel
- Cycle through textures.
Right Mouse Button + Mouse Wheel
- Change object's elevation.
Alt + Left Mouse Button
- Change elevation of highlighted object.
Shift + Left Mouse Button
- When highlighting a ceiling, floor, or wall, this can be used to pan the texture. When highlighting a sprite, it can be used to adjust the position of the sprite along the horizontal plane (i.e. adjust it's X co-ordinates).
Ctrl + Left Mouse Button
- Scale wall texture or sprite. Also changes the slope of a sector ceiling/floor.
Another new feature of Mapster32 is UnrealEd-style mouse navigation, which can be toggled with F5
. This enables the following functions. The console variable 'pk_uedaccel
' changes the navigation speed exponentially (valid values are 0-5).
Right Mouse Button
- Mouselook mode.
Left Mouse Button
- Mouse controlled movement. X-axis movements will turn the camera, Y-axis movements will propel the camera forward/backward.
Left Mouse Button + Right Mouse Button
- Mouse controlled movement. X-axis movements will strafe left/right, Y-axis movements will change camera elevation.
Middle Mouse Button
- Mouse controlled movement. X-axis is ignored, Y-axis movements will move the camera in the direction of view.