This is loosely based on an excerpt from the BUILDHLP.TXT file included with the Duke Nukem 3D CD. I've fixed errors and added virtually every texture worth mentioning.
Sprites
TEXTURE# 1 SECTOREFFECTOR
The Sector Effector is used to manipulate sector attributes and create the game effects.
Lo-Tag : a pre-set number which tells a sector how to act.
Hi-Tag : used to link another Sector Effector with the same Lo-Tag so they activate together.
TEXTURE# 2 ACTIVATOR
The Activator is used with Switches or the Touchplate to activate the sector Lo-Tag function or any Sector Effectors within the sector.
Lo-Tag : Set equal to a Switch Lo-Tag or a Touchplate Lo-Tag.
Hi-Tag : [0] = Default. [1] = Open door only (Sector Tag 20/21 doors). [2] = Close door only (Sector Tag 20/21 doors).
TEXTURE# 3 TOUCHPLATE
The Touchplate will activate an Activator, ActivatorLocked, or Masterswitch when the player walks on the sector floor.
Lo-Tag : Set equal to an Activator, ActivatorLocked, or Masterswitch Lo-Tag.
Hi-Tag : [0] = Activate every time the player steps on the floor. [>0] = Activate this many times than never again.
TEXTURE# 4 ACTIVATORLOCKED
The ActivatorLocked locks a sector's Lo-Tag function until the player unlocks it.
Lo-Tag : Set equal to a Switch, Touchplate, Access Switch, or other sprite's Lo-Tag used to unlock it.
TEXTURE# 5 MUSICANDSFX
The MusicandSFX sprite can be used in a few different ways:
- Activation Sound
When used in a sector with a Lo-Tag, the sound will play when the sector's Lo-Tag function is activated.
Lo-Tag : Sound number (primary sound).
Hi-Tag : Sound number (secondary sound). - Ambient Sound
When used in a sector without a Lo-Tag, an ambient sound will be played.
Lo-Tag : Ambient sound number.
Hi-Tag : Maximum audible distance (1024 = the largest grid square in Build). - Random Ambient Sound
When used in a sector with no Lo-Tag, and with a "random ambient" compatible sound, a pre-determined range of sounds will be played randomly.
Lo-Tag : Base sound
Hi-Tag : Range of sounds (beginning with the Base sound). - Echo Effect
When used in a sector without a Lo-Tag, all sounds will have an echo effect.
Lo-Tag : 1000 + the amount of echo from 0-255 (0 being the least amount of echo).
Hi-Tag : Maximum audible distance (1024 = the largest grid square in Build).
TEXTURE# 6 LOCATORS
The Locator is used to define the series of points that a
pigcop recon patrol vehicle or a moving sector (subway) will move to.
You can only have one Locator path set in a sector. You cannot have a Pigcop RPV and a subway in the same map.
Lo-Tag : Set in an increasing order beginning with 0. When the
vehicle reaches the last point, it will loop back to the Locator with
Lo-Tag 0.
Hi-Tag : If set to 1, the subway will stop at that point for 5 seconds, then continue. The pigcop RPV is not affected.
TEXTURE# 7 CYCLER
The Cycler is used to make a sector pulsate in brightness. It is often used with a GPSpeed to set the pulsating speed.
Lo-Tag : Sets the initial brightness offset.
Palette : The sector palette will be permanent.
Shade : Set the Cycler shade to when the light is on. Set the sector shade to when the light is off.
GPSpeed Lo-Tag : PulseSpeed value. Ranges from 1 (slowest) to 1023 (fastest).
TEXTURE# 8 MASTERSWITCH
The MasterSwitch activates Sector Lo-Tags or Sector
Effectors. It is the exact same as an Activator, except it has a time
delay ability and it only activates once (after which the player will
have manual control if feasible).
Lo-Tag : Set equal to a Touchplate or Switch Lo-Tag to be activated by.
Hi-Tag : Set time delay until action occurs (32 = 1 second).
TEXTURE# 9 RESPAWN
The Respawn is used to spawn an actor or an item when activated by a Switch, Touchplate, or when the player kills an actor.
Lo-Tag : Set equal to Switch or Touchplate Lo-Tag, or set equal to a FEM actor's Hi-Tag.
Hi-Tag : Set equal to any sprite number which has a name assigned to it.
TEXTURE# 10 GPSPEED
The GPSpeed is most commonly used to determine the speed of an object.
Lo-Tag : Rate of movement.
TEXTURE# 21 FIRSTGUNSPRITE, 22 CHAINGUNSPRITE, 23 RPGSPRITE, 24 FREEZESPRITE, 25 SHRINKERSPRITE, 26 HEAVYHBOMB, 27 TRIPBOMBSPRITE, 28 SHOTGUNSPRITE, 29 DEVISTATORSPRITE, 37 FREEZEAMMO, 40 AMMO, 41 BATTERYAMMO, 42 DEVISTATORAMMO, 44 RPGAMMO, 45 GROWAMMO, 46 CRYSTALAMMO, 47 HBOMBAMMO, 49 SHOTGUNAMMO
Weapons and Ammo help players defend themselves from enemies.
Lo-Tag : [0/1] = All skill levels [2] = 2 and higher [3] = 3 and
higher [4] = 4 only. (Skill settings have no effect on the HEAVYHBOMB.)
Palette : [0] = Appears in all modes [>0] = Multiplayer only
TEXTURE# 51 COLA, 52 SIXPAK, 53 FIRSTAID, 54 SHIELD, 55 STEROIDS, 56 AIRTANK, 57 JETPACK, 59 HEATSENSOR, 61 BOOTS, 100 ATOMICHEALTH, 1348 HOLODUKE
Health and Inventory aid the player throughout a level.
Lo-Tag : [0/1] = All skill levels [2] = 2 and higher [3] = 3 and higher [4] = 4 only.
Palette : [0] = Appears in all modes [>0] = Multiplayer only
TEXTURE# 60 ACCESSCARD
The Access Card is used to unlock an Access Switch.
For realism, place it in wall-alignment mode. Access Cards do not
appear in DukeMatch (the Access Switches can be unlocked without them).
Palette : [0] = Blue. [21] = Red. [23] = Yellow.
TEXTURE# 130 ACCESSSWITCH, 170 ACCESSSWITCH2
The Access Switch is used to unlock or activate something when used with an Access Card.
Lo-Tag : Set equal to Masterswitch, Activator, or ActivatorLocked Lo-Tag to use.
Hi-Tag : Activation sound number.
Palette : [0] = Blue. [21] = Red. [23] = Yellow.
TEXTURE# 132 SLOTDOOR, 134 LIGHTSWITCH, 136 SPACEDOORSWITCH, 138 SPACELIGHTSWITCH, 140 FRANKENSTINESWITCH, 162 DIPSWITCH, 164 DIPSWITCH2, 166 TECHSWITCH, 168 DIPSWITCH3, 712 LIGHTSWITCH2, 860 POWERSWITCH1, 862 LOCKSWITCH1, 864 POWERSWITCH2, 1111 HANDSWITCH, 1122 PULLSWITCH, 1142 ALIENSWITCH, 1155 HANDPRINTSWITCH
The Switches are used to unlock or activate something.
Lo-Tag : Set equal to Masterswitch, Activator or ActivatorLocked Lo-Tag to use.
Hi-Tag : Activation sound number.
Palette : [0] = Appears in all modes [>0] = DukeMatch only
TEXTURE# 142 NUKEBUTTON
The Nuke Button is used to end a level. It can also be used to go to a secret level.
Lo-Tag : [32767], [65534], or [65535] to end the level. [1-11] to
go to specified level in the same volume. Must have palette adjusted
for this to work.
Palette : [0] = Default. [14] = Secret Level.
TEXTURE# 146 MULTISWITCH
The MultiSwitch can activate four different Activators which use four consecutive Lo-Tags. It activates them in order (A,B,C,D).
Lo-Tag : Set equal to Activator A (Channel).
Activator Lo-Tags : A = Channel, B = Channel+1, C = Channel+2, and D = Channel+3.
TEXTURE# 160 DOORSHOCK, 2300 OOZ, 2309 OOZ2
The Door Shock can be used in any ceiling or floor type door. It will autosize itself to the height of the door. When the door is opened or closed, the door shock stretches and compresses accordingly. OOZ and OOZ2 are gory alternatives which function in the same manner.
TEXTURE# 162 DIPSWITCH, 166 TECHSWITCH, 4359 TARGET, 4361 DUCK
The Dip Switch is used as a combination switch with an
Activator, Masterswitch, or ActivatorLocked. All Dip Switches with
equal Lo-Tags will be used for the combination. If you are using the
Target or Duck sprites, you must place them free-standing in
floor-alignment mode and change their angle to the direction they will
fall when shot. In the game, they will pop up into position after a
couple of seconds.
Lo-Tag : Set equal to Activator, Masterswitch, or ActivatorLocked Lo-Tag to unlock/activate.
Hi-Tag : [0] = off in combination. [1] = on in combination.
Palette : [0] = Appears in all modes [>0] = DukeMatch only (works with #162/166)
TEXTURE# 342 PANNEL1, 343 PANNEL2
The ventilation panels are destructable panels used to simulate a true 3-dimensional ventilation system.
TEXTURE# 407 FANSPRITE, 595 GRATE1, 1113 CIRCLEPANNEL, 4099 PANNEL3
The Vent Covers are destructable sprites which can be used to cover ventilation openings.
TEXTURE# 499 VIEWSCREEN2, 502 VIEWSCREEN
The View Screen is used to view through Cameras placed
around the map. It will view through all Cameras with Lo-Tag set to
Channel. The player must press the action button on a View Screen to
use it.
Hi-Tag : Channel.
TEXTURE# 516 SATELITE, 517 FUELPOD, 602 SOLARPANNEL, 607 ANTENNA
The Space Objects are destructable sprites which do not play any explosion sound effects upon being destroyed. I bet 3DRealms had originally planned for outer space to be silent, thus these sprites make no sound. Obviously they aren't limited to being used in a space atmosphere.
TEXTURE# 546 CRACK1, 547 CRACK2, 548 CRACK3, 549 CRACK4, 916 FIREEXT
The Crack or the Fire Extinguisher is used to activate explosions (SE 13).
Hi-Tag : Set equal to all SE 13 Hi-Tag to activate together.
Palette : [0] = Appears in all modes [>0] Multiplayer only
TEXTURE# 551 DOMELITE, 556 CHAIR1, 557 CHAIR2, 669 VACUUM, 678 SCALE, 685 CAMERALIGHT, 686 MOVIECAMERA, 689 IVUNIT, 694 POT1, 695 POT2, 697 POT3, 716 WAITTOBESEATED, 765 VASE, 768 SUSHIPLATE1, 769 SUSHIPLATE2, 774 SUSHIPLATE3, 779 SUSHIPLATE4, 792 SUSHIPLATE5, 954 BOTTLE1, 955 BOTTLE2, 956 BOTTLE3, 957 BOTTLE4, 969 HYDROPLANT, 971 OCEANSPRITE1, 972 OCEANSPRITE2, 973 OCEANSPRITE3, 974 OCEANSPRITE4, 975 OCEANSPRITE5, 979 HANGLIGHT, 1012 BOTTLE5, 1013 BOTTLE6, 1014 BOTTLE8, 1025 BOTTLE7, 1045 DONUTS, 1060 CLOCK, 1157 BOTTLE10, 1158 BOTTLE11, 1159 BOTTLE12, 1160 BOTTLE13, 1161 BOTTLE14, 1162 BOTTLE15, 1163 BOTTLE16, 1164 BOTTLE17, 1165 BOTTLE18, 1166 BOTTLE19, 1227 NUKEBARREL, 1358 FETUS, 4367 HATRACK, 4370 DESKLAMP, 4372 COFFEEMACHINE, 4373 CUPS, 4374 GAVALS, 4375 GAVALS2, 4377 POLICELIGHTPOLE, 4388 FLOORBASKET, 4396 TOPSECRET, 4400 TEDDYBEAR, 4402 ROBOTDOG, 4404 ROBOTPIRATE, 4413 MAILBAG, 4427 HOTMEAT, 4438 COFFEEMUG, 4440 DONUTS2, 4444 TRIPODCAMERA, 4453 METER, 4454 DESKPHONE, 4458 GUMBALLMACHINE, 4464 MACE, 4465 GENERICPOLE2, 4495 WETFLOOR, 4496 BROOM, 4497 MOP, 4520 CHESTOFGOLD, 4530 FOODOBJECT1, 4531 FOODOBJECT2, 4532 FOODOBJECT3, 4533 FOODOBJECT4, 4535 FOODOBJECT6, 4536 FOODOBJECT7, 4537 FOODOBJECT8, 4538 FOODOBJECT9, 4539 FOODOBJECT10, 4540 FOODOBJECT11, 4541 FOODOBJECT12, 4542 FOODOBJECT13, 4543 FOODOBJECT14, 4544 FOODOBJECT15, 4545 FOODOBJECT16, 4546 FOODOBJECT17, 4547 FOODOBJECT18, 4548 FOODOBJECT19, 4549 FOODOBJECT20, 4550 HEADLAMP, 4554 SKINNEDCHICKEN, 4555 FEATHEREDCHICKEN, 4560 ROBOTDOG2 (robot? my ass!), 4576 SHOPPINGCART, 4591 DOLPHIN1, 4592 DOLPHIN2, 4871 MAN, 4887 PLEASEWAIT
These are just random Destructable Objects. HYDROPLANT (#969) is glitchy after being shot twice (but you can lower the sprite into the ground halfway to hide the effect, or better yet, just turn off blocking). BOTTLE7 (#1025) is actually a potted plant. BOTTLE10 (#1157) spawns money when destroyed. NUKEBARREL (#1227) sometimes spawns harmful ooz when dented. FLOORBASKET (#4388) spawns puke when broken. TOPSECRET (#4396) spawns paper when destroyed. MAILBAG (#4413) spawns mail when destroyed. FOODOBJECT3 (#4532) and FOODOBJECT4 (#4533) cannot be floor-aligned or else they will float infinitely upwards in the game (which basically renders them unusable, as they don't look right in any other alignment).
TEXTURE# 563 WATERFOUNTAIN, 569 TOILET, 571 STALL, 921 TOILETWATER, 981 HYDRENT
The Drinkable Sprites make use of the TOILETWATER sprite to allow players to fill their health slowly with drinking water (hold the action button to drink). The water sound effects are automatic. All of these sprites spawn TOILETWATER when broken (except TOILETWATER itself, of course). The Water Fountain can be used before and after it is broken. The Toilet and the Urinal provide a player with 10 health per use (before being broken), and the player has to wait to build up bodily fluids between each Toilet/Urinal usage.
TEXTURE# 578 REACTOR2, 1088 REACTOR, 1092 REACTORSPARK
The Reactors are enormous, destructable sprites with a
few special properties that separate them from other harmful sprites.
REACTOR2 seems unfinished, and I don't recall it being in the game. It
animates by alternating with it's own broken texture, and it spawns a
REACTOR2SPARK (#580). It looks quite awful, actually. The REACTOR, on
the other hand, was used in the space episode of the game. To construct
it, you must manually place REACTORSPARKs. It usually looks best if you
have another REACTOR hanging upside down from the ceiling, with
REACTORSPARKs connecting the two. When a REACTOR is destroyed, it
disables all other REACTORS and REACTORSPARKs within the sector.
Lo-Tag : In E2L7, this appears to be used as a Channel between the reactors and sparks. I'm not sure if this is necessary.
Palette : [0] = Appears in all modes [>0] = Multiplayer only (works with #578/1088)
TEXTURE# 603 NAKED1, 753 STATUE, 1294 PODFEM1, 1312 FEM1, 1317 FEM2, 1321 FEM3, 1323 FEM5, 1325 FEM4, 1334 FEM6, 1336 FEM8, 1395 FEM7, 3450 FEM9, 4456 (still frame), 4510 PIRATE1A / 4511 PIRATE4A, 4512 PIRATE2A / 4513 PIRATE5A, 4514 PIRATE3A / 4515 PIRATE6A, 4516 PIRATEHALF, 4864 FEM10, 4866 TOUGHGAL, 4874 WOMAN
The FEM textures are purely for entertainment. You can
place them in city maps as if they were civilians (dancing..
stripping.. civilians). Just pretend they aren't hookers. Some of them
are in alien bondage, and some of them are actually robots. If you
press the action button on a female trapped in slime, she will say
"kill me". If you press the action button on the regular FEMs, Duke
will throw cash and spout a pick up line. The PIRATE girls each have
two separate animation speeds (For example, 4510 and 4511 are the same
animation at different speeds).
Hi-Tag : Can be set to Channel. When the FEM actor is killed, it
will trigger all Respawn[SpriteNumber,Channel] sprites. This only works
with certain FEM actors.
TEXTURE# 616 PIPE2, 618 PIPE3, 619 PIPE1, 994 PIPE5, 995 PIPE6, 996 PIPE4, 911 CACTUS, 1069 PLUG, 1240 FIREBARREL, 1250 STEAM, 1255 CEILINGSTEAM, 1390 FIREVASE, 1810 (cannon), 2271 FIRE, 2311 FIRE2
These are Harmful Sprites. They cause damage to the
player. Pipes are destructable. When destroyed, pipes spawn a
wall-aligned STEAM sprite so that it appears to be 90 degrees
anti-clockwise from the pipe's angle (although technically it isn't).
If a player presses the action button on a PLUG, they will receive an
electric shock. FIREBARREL (#1240) spawns fire when broken (which
quickly burns out). FIREVASE (#1390) spawns fire as well. The Cannon is
included here because it can't really be classified as an enemy. It
will only fire cannonballs at someone if it is provoked (you shoot it,
it's going to shoot back). FIRE and FIRE2 burn indefinitely, and you
must use Ctrl + PGDN
on them or else they won't do any
damage (they float until the player spots them, resize the sprite to
make it less noticeable).
TEXTURE# 621 CAMERA1
The Camera can be viewed through using a View Screen.
Lo-Tag : Set equal to the View Screen Hi-Tag to be viewed through (Channel)
Hi-Tag : Set to amount of turning radius. 0 equals none. 512 equals a total of 180 degrees (90 degrees left and right).
Shade : Set to vertical angle (negative values face down, positive values face up).
Angle : Set to direction of camera (initial direction if the camera rotates).
Palette : [0] = Appears in all modes [>0] = Multiplayer only
TEXTURE# 634 BOLT1, 4525 SIDEBOLT1
The Bolt1 sprite animates and causes the floor and ceiling of a sector to flash randomly with brightness (simulating a flash of electricity). Alternatively, the SIDEBOLT1 sprite does not cause any flashing.
TEXTURE# 658
This unnamed texture animates unlike any other texture in the game. It's some sort of flashing red light. I don't recall it being in the game, but I do remember seeing this exact same texture used as a button in Duke Nukem: Zero Hour for Nintendo 64. Using the hidden dipswitch trick, you could just as easily transform this texture into a functioning button.
TEXTURE# 660 WATERDRIP
The Water Drip spawns random water droplets and plays the
appropriate sound effects automatically. For variety, use different
palette values. Note that when you try placing this sprite on the
ground, it will not be visible. You must place this sprite on the ceiling (just press S
to place any sprite on the ceiling, then change it to a water drip).
Hi-Tag : Assign a Hi-Tag of 1 to disable the dripping sound effects.
TEXTURE# 662 WATERBUBBLEMAKER
The Water Bubble Maker is used to spawn water bubbles. Place it where you want the bubbles to spawn.
TEXTURE# 675 EGG, 1550 SHARK, 1680 LIZTROOP, 1681 LIZTROOPRUNNING, 1682 LIZTROOPSTAYPUT, 1715 LIZTROOPSHOOT, 1725 LIZTROOPJETPACK, 1741 LIZTROOPONTOILET, 1742 LIZTROOPJUSTSIT, 1744 LIZTROOPDUCKING, 1820 OCTABRAIN, 1821 OCTABRAINSTAYPUT, 1880 DRONE, 1920 COMMANDER, 1921 COMMANDERSTAYPUT, 1960 RECON, 1975 TANK, 2000 PIGCOP, 2001 PIGCOPSTAYPUT, 2045 PIGCOPDIVE, 2120 LIZMAN, 2121 LIZMANSTAYPUT, 2150 LIZMANSPITTING, 2165 LIZMANJUMP, 2360 ROTATEGUN, 2370 GREENSLIME, 2630 BOSS1, 2631 BOSS1STAYPUT, 2710 BOSS2, 2760 BOSS3, 4610 NEWBEAST, 4611 NEWBEASTSTAYPUT, 4670 NEWBEASTHANG, 4671 NEWBEASTHANGDEAD, 4690 NEWBEASTJUMP, 4740 BOSS4, 4741 BOSS4STAYPUT
The Enemies give the player something to kill between
objectives. STAYPUT textures force the enemy to stay within their
source sector (this is useful for keeping them in sniper positions,
etc.) There are lots of other special enemy textures as well. Two
special textures worth mentioning are NEWBEASTJUMP (#4690) and
NEWBEASTSTAYPUT (#4611), as they're the only enemy sprites I know of
which are affected in-game by their Build sprite size (this is quite
hilarious because you can make them absolutely enormous or incredibly
tiny). To add a little variety, try changing enemy palettes,
transparency, relative alignment, or flipping them upside-down, etc.
Note that the names of BOSS2 AND BOSS3 are actually mixed up within the
game coding. Also note that BOSS2 (the cycloid emperor) can only travel
through sectors with a Lo-Tag of 3.
Hi-Tag : Set equal to first Locator Lo-Tag to visit (for RECON #1960 only).
Lo-Tag : [0/1] = All skill levels [2] = 2 and higher [3] = 3 and higher [4] = 4 only. (Skill settings have no effect on EGGs.)
Palette : [0] = Default [1] = Unfreezable [4] = Shadow [21] = Assault Trooper becomes Captain / Boss becomes Mini-Boss
TEXTURE# 680 CHAIR3, 904 WOODENHORSE, 1026 HORSEONSIDE, 4570 DUKEBURGER
These are destructable 3D Objects which use multiple frames to display any angle. Duke has a sort of "Ace Ventura" hairdo on the DUKEBURGER sprite (I wonder if that's the reference they were trying to make, or if I'm just too much of an Ace Ventura fan).
TEXTURE# 762 MIKE
The Mike will play the sound specified by its Hi-Tag.
This is the only sprite in the game which will actually play the
KICK_HIT sound with a tag value of 0.
Hi-Tag : Sound number to play.
TEXTURE# 901 STRIPEBALL, 902 QUEBALL, 903 POCKET
The Pool Balls and Pocket sprites are placed in a sector to simulate a functional pool table. The pockets must be floor-aligned, and the pool balls should not be able to leave their source sector (or else graphical problems will occur). Use palette values on the pool balls for realism. In the game, the player can press the action button to play pool.
TEXTURE# 908 TREE1, 910 TREE2, 951 BOX, 978 CONE, 990 TIRE, 1062 RUBBERCAN
These are some random Explodable Objects. These can only be destroyed by an explosive blast. All of them except RUBBERCAN will melt and spawn temporary fire. The TIRE leaves a puddle of melted rubber behind, and the RUBBERCAN spawns rats when destroyed.
TEXTURE# 940 BOUNCEMINE, 1079 OOZFILTER, 1238 EXPLODINGBARREL, 1247 SEENINE, 4360 GUNPOWDERBARREL
The Bounce Mine is a proximity-sensitive underwater explosive. The Bounce Mine, Gun Powder Barrel, and Exploding Barrel can be used to activate nearby cracks. The remaining explosives, C9 and Ooz Can,
can be used as time-delayed explosives or to trigger SE 13 sprites. If
a C9 or Ooz Can sprite is shrunken horizontally (x-wise) as much as
possible, it will become a time-delayed explosive and will be invisible
in the game. A time-delayed explosive must have a Lo-Tag or
else it will not explode. If you use a Switch or Touchplate to activate
the explosion, you must place a Masterswitch with Lo-Tag set to Channel
in every sector containing a time-delayed explosive.
Lo-Tag : Set equal to time delay until explosion (32 = 1 second). Only compatible with C9/Ooz Can.
Hi-Tag : Set equal to SE 13 Hi-Tag to activate, or a Switch or Touchplate to be activated by. Only compatible with C9/Ooz Can.
Palette : Change this on visible explosives for variety.
TEXTURE# 1020 SPOTLITE, 1630-1635 TRANSPORTER STAR
The Spotlight and the set of Transporter Star sprites can be used to simulate light beaming from its source. They work best with transparency (and use palettes for coloured lights).
TEXTURE# 1221 CRANEPOLE, 1222 CRANE
The Crane Pole and Crane are used in combination
to make a working crane. The Crane Pole acts as the source, and the
Crane acts as the destination point.
Hi-Tag : Channel (links the Crane and Crane Pole).
TEXTURE# 1226 BLOODPOOL, 4389 PUKE
Any player who steps in the Bloodpool will leave a few footprints behind. This is quite a fun sprite to use, because its palette can transform it into many different liquids. Here are a few examples: 0 = harmful ooz, 1 = water, 2 = blood, 4 = oil/melted rubber, 6 = antifreeze, 7 = muck, etc. Transparency gives the sprite a more liquid appearance. The PUKE sprite is an alternative.
TEXTURE# 1232 SOMETHING, 4580 SOMETHING2, 4581 SOMETHING3, 4582 SOMETHING4
The Can With Something is used to spawn an object when it is destroyed.
Lo-Tag : Set to sprite number to spawn. The sprite must have a name.
TEXTURE# 1267 RAT
The Rat squeaks and scampers away upon being spotted by a player. It works with different palettes, too.
TEXTURE# 1346 HELECOPT, 2491 DUKECAR
The Helicopter and Dukecar lose altitude and explode after a set delay.
Angle : Set to direction of movement.
TEXTURE# 1352 MONK, 1353 SPACEMARINE, 1354 LUKE, 1355 INDY, 1356/1357 (Terminator), 2200 FECES, 4590 SNAKEP, 4943 JURYGUY, 4944 ("pick up bart")
These are Joke Objects that reference various movies, games, etc.
TEXTURE# 1405 APLAYER
A Player is used to define Multiplayer start points. You
must have a minimum of 7 sprites in the map for an 8 player DukeMatch
game and a minimum of 7 sprites in the map for an 8 player Co-Operative
game.
Lo-Tag : [0] = DukeMatch start position. [1] = Co-Operative start position.
TEXTURE# 1650 MORTER
The Mortar Shell is what the Battlelord lobs. I've never seen it used before, but it is absolutely perfect for a proximity mine. It explodes when any player gets too close. The Mortar Shell sprite is compatible with palettes, transparency, and resizing.
TEXTURE# 2333 FLOORFLAME
The Floor Flamethrower randomly spits flames and causes damage to any player within range. The sound effects are automatic. I'm rather surprised this wasn't used in the game.
TEXTURE# 2566 TRIPBOMB
The Tripbomb is used to place an active tripbomb.
TEXTURE# 2590 FORCESPHERE
The Force Sphere is easily the most surprising sprite of all the art textures. It's quite hidden (in fact I just recently discovered it), and looks very complex in action. The name is self-explanatory; when the player sees this sprite, it transforms into a spherical forcefield. For best results, place it in mid-air in a reasonably large room.
TEXTURE# 3400 BLIMP
The Blimp spawns about a metric tonne of goodies when it's destroyed with an explosive.
TEXTURE# 4340 LAVABUBBLE
The Lava Bubble randomly bursts. It wasn't used in the game, but I assume it was intended for the purple lava river in the final level. Use different palettes to change the type of liquid.
TEXTURE# 4397 SPEAKER
The Speaker plays grocery store muzak until destroyed by the player. The hearing distance is set automatically.
TEXTURE# 4407 ROBOTMOUSE
This Annoying Robot Mouse just dances around and waffles on about nothing. Thankfully it is destructable.
TEXTURE# 4480 (torn wire)
This unnamed sprite is a torn wire which animates electricity. It looks great around technical equipment. Adjusting the palette offers lots of variety.
TEXTURE# 4569 JOLLYMEAL
The Jolly Meal is a food object which spawns atomic health when destroyed.
TEXTURE# 4890 NATURALLIGHTNING
The Natural Lightning is used to spawn a random lightning
bolt when used with Sector Effector 28. Any number of lightning bolts
can be attached to an SE 28. Use with WATERDRIP (#660) sprites and
ambient rain sound effects (sound #358) to create a rainstorm.
Hi-Tag : Set equal to SE 28 Hi-Tag (Channel).
Walls
TEXTURE# 120 TECHLIGHT2, 122 TECHLIGHT4, 124 WALLLIGHT4, 701 WALLLIGHT3, 703 WALLLIGHT1, 705 WALLLIGHT2
The breakable light textures can be used with an SE 3 for random flickering lights after shot out. The wall must be two-sided for it to work.
Wall Lo-Tag : Set equal to SE 3 Hi-Tag (Channel).
TEXTURE# 150 DOORTILE5, 151 DOORTILE6, 152 DOORTILE1, 153 DOORTILE2, 154 DOORTILE3, 155 DOORTILE4, 156 DOORTILE7, 157 DOORTILE8, 158 DOORTILE9, 159 DOORTILE10, 395 DOORTILE22, 447 DOORTILE18, 448 DOORTILE19, 449 DOORTILE20, 717 DOORTILE14, 781 DOORTILE16, 1102 DOORTILE15, 1144 DOORTILE21, 1169 DOORTILE17, 1178 DOORTILE11, 1179 DOORTILE12, 4391 DOORTILE23
The Door Tiles can be used to activate something when the player presses on the wall.
Wall Lo-Tag : Set equal to Masterswitch or Activator Lo-Tag to activate.
TEXTURE# 230 BIGFORCE, 663 W_FORCEFIELD
The Big Force texture is used as an invisible forcefield. The W_Forcefield
texture is used as a visible forcefield which causes damage to the
player and can be toggled with a Switch. Both textures will only work
on a masked wall. Try using different palettes on the W_FORCEFIELD for
variety (be sure to adjust both sides).
Wall Lo-Tag : Set equal to Switch to be activated by (W_Forcefield only).
TEXTURE# 255 MASKWALL9, 285 MASKWALL1, 387 MASKWALL10, 391 MASKWALL11, 514 MASKWALL5, 609 MASKWALL12, 830 MASKWALL13, 913 MASKWALL2, 914 MASKWALL3, 915 MASKWALL4, 988 MASKWALL14, 1024 MASKWALL15, 1059 MASKWALL6, 1124 MASKWALL8, 1174 MASKWALL7, 1175 JAILBARBREAK
The Masked Wall textures can be used however you please. They can block players from getting somewhere, some can be used to simulate rounded doorways (as in the space episode of the game), they can even be applied to sprites (like the bridge railing).
TEXTURE# 263 SCREENBREAK1, 264 SCREENBREAK2, 265 SCREENBREAK3, 266 SCREENBREAK4, 267 SCREENBREAK5, 268 SCREENBREAK6, 269 SCREENBREAK7, 270 SCREENBREAK8, 271 SCREENBREAK9, 272 SCREENBREAK10, 273 SCREENBREAK11, 274 SCREENBREAK12, 275 SCREENBREAK13, 806 OJ, 3370 BORNTOBEWILDSCREEN, 4120 MIMON, 4123 SCREENBREAK15, 4125 SCREENBREAK19, 4127 SCREENBREAK16, 4128 SCREENBREAK17, 4129 SCREENBREAK18
The Screen Break textures are used on walls to simulate destructable television or monitor screens. All SCREENBREAK textures flicker randomly with static until destroyed by the player (the only exceptions being SCREENBREAK6, 7, and 8, which are static). When destroyed, the texture will randomly display one of the three W_SCREENBREAK textures (#357/358/359). MIMON (#4120) is defined as SCREENBREAK14 in the definitions con file. If you want to make a screen indestructable and without flickering static, simply assign a SCREENBREAK texture to a sprite instead of a wall.
TEXTURE# 293 W_TECHWALL1, 297 W_TECHWALL2, 299 W_TECHWALL15, 301 W_TECHWALL3, 305 W_TECHWALL4, 306 W_TECHWALL10, 307 W_TECHWALL16, 4130 W_TECHWALL11, 4131 W_TECHWALL12, 4132 W_TECHWALL13, 4133 W_TECHWALL14, 4134 W_TECHWALL5, 4136 W_TECHWALL6, 4138 W_TECHWALL7, 4140 W_TECHWALL8, 4142 W_TECHWALL9
The Tech Wall textures simulate destructable technical equipment.
TEXTURE# 407 FANSPRITE
The Fan can be used on a masked wall to simulate a destructable fan.
TEXTURE# 503 GLASS, 504 GLASS2, 510 STAINGLASS1, 758
The Glass textures are used to simulate either destructable or indestructable glass. GLASS and STAINGLASS1 are both destructable (the latter even spawns colourful shards). GLASS2 and #758 can be set as transparent and used as indestructable glass.
TEXTURE# 560 MIRROR
The Mirror is used to define a one-sided wall as a mirror.
Wall Lo-Tag : Sound number to play when the player presses on the mirror.
TEXTURE# 867 ATM, 1212 VENDMACHINE, 1215 COLAMACHINE, 4181 W_MILKSHELF
These are some more destructable walls. Use palettes for variety. The ATM Machine spawns money when broken.
Floors/Ceilings
TEXTURE# 78 CLOUDYOCEAN, 79 CLOUDYSKIES, 89 LA, 94, 95, 96, 97, 98 REDSKY1, 99 REDSKY2, 199
These are non-lethal parallaxed sky textures. CLOUDYSKIES is unique in that it's the only sky texture which moves. LA is a parallaxed texture set from #89-93 (meaning you only need to paste the first texture and the rest is displayed automatically in the game). #199 is perfect for a cloudless blue sky. For variety, try using different palette values on sky textures.
TEXTURE# 80 MOONSKY1, 84 BIGORBIT1
A parallaxed Big Orbit or Moon Sky texture is used
to define a sector as outer space. These textures display a "set" or
sequence of textures automatically (meaning you only have to paste the
first texture and the rest is done automatically at game time). Moon Sky displays a set of four textures, and Big Orbit displays a set of five textures. Any player who enters a space sector will die immediately.
Palette : [0] = Default. [>0] = bypasses death effect.
TEXTURE# 120 TECHLIGHT2, 122 TECHLIGHT4, 124 WALLLIGHT4, 701 WALLLIGHT3, 703 WALLLIGHT1, 705 WALLLIGHT2
The breakable light textures can be used with an SE 3 for random flickering lights after shot out.
Ceiling Hi-Tag : Set equal to SE 3 Hi-Tag (Channel).
TEXTURE# 200 FLOORSLIME, 859 HURTRAIL, 1082 FLOORPLASMA, 4240 PURPLELAVA
These are Damaging Floor Textures. They will cause damage to any player touching the floor. The PURPLELAVA texture causes hyper-destructive damage to any player within the sector, and it can even be used on the ceiling for the same effect. If a damaging floor texture is used under the player start position, the player will start weaponless (PURPLELAVA is the only exception). If FLOORSLIME is used on the ceiling of a submergible water sector, the water will have a green tint.
TEXTURE# 342 PANNEL1, 343 PANNEL2
The ventilation panels will trigger duct sound effects whenever a player is moving along the texture.
TEXTURE# 3026 BLANK
This is a completely blank texture which can be used to make any object pitch black without changing its palette value (very useful on floors). It is not limited to floors; it can be used on sprites, walls, and ceilings as well.