This is the basic tutorial to teach you how to create an Elevator which takes the player from a lower room to an upper room. To view this map in Shadow Warrior download elev2.zip
![]() Fig 1. Lower room and elevator. |
1. First create a room using the space bar in 2D mode. Go to 3D mode and raise the ceiling height. You can do this by placing the cursor on the ceiling and holding down the right mouse button and pressing the PgUp key. Next, go back to 2D mode and insert an archway sector using the space bar. Now create the elevator shaft which is basically a small room (see fig 1). The elevator is treated as a floor to ceiling door that can crush players. For now, just make the height of the elevator ceiling a little higher than the archway ceiling.
![]() Fig 2. 3D veiw of lower room and elevator. |
2. Raise the floor of the elevator so you can see the lower side of it (the side facing the lower room). This is the only side of the elevator that will be seen as the elevator goes up. So, change the texture to one that you want to use (I used picnum 266). Now, lower the floor of the elevator back down equal to the lower room (and archway) floor heights. For this tutorial I made the floor of the upper room a little higher than the ceiling of the lower room. Just in case you wanted to play around with another version of a sector over sector.
3. Ok, raise the ceiling height of the elevator higher than the height of the lower room ceiling. This is done in 3D mode by placing the mouse cursor on the ceiling and holding down the left mouse button and hitting the PgUp key. If you released the mouse button and need to raise or lower the ceiling some more but can't see the ceiling anymore to place the cursor on it, press the Caps Locks key twice and then the A key to raise yourself up to it (while your inside the elevator shaft). When you are done press the Caps Lock key again and you will fall back down to the floor.
![]() Fig 3. Creating the upper room area. |
4. Create the upper room archway in the position shown in fig 3. Go into 3D mode and raise the floor of this archway to be higher than the ceiling height of the lower room. Make sure that you have the upper room archway ceiling lower than the elevator shaft ceiling. So, you will have move all the ceilings up and down accordingly. Finally, create the upper room itself making sure that you raise the ceiling of the upper room higher than the ceiling of the upper room archway (for appearance sake).
![]() Fig 4. 3D veiw from the upper room. |
5. Since we want the elevator to come up to the upper room level, we want it to stop flush with the upper room and upper archway floor. The easiest way to do this is to insert the ST1 sprite (picnum 2307) on the upper level first. Now, drag the ST1 sprite into the elevator sector. As you may recall, a floor to ceiling door will rise to the bottom of the ST1 sprite, and doing it this way eliminates the guess work where the bottom of the ST1 sprite is.
6. Referring to the SPRITAGS.TXT file go to Hitag 92 (SECT_VATOR). Place the cursor on the ST1 sprite (in 2D mode) and press Alt-H. Now enter 92 Enter. We need a low matching tag for our elevator, sounds, and anything else that we want connected to this elevator operation. If you don't know what your next tag number should be press F5 and it will tell you the next available tag number to use. In our case it will be 1. Press Alt-T and enter 1 Enter. There are TAG# and BOOL# numbers that need to address for our elevator to work at all. This you can see in the SPRITAGS.TXT mentioned above. To change the values of TAG# you press and hold the ' (under the ") key and the number you need to address. To change TAG3, press ' and 3 then enter the value and press Enter.
If you want the elevator to return after a period of time enter something like 35 to TAG9. Ok, now for the BOOL#. To enter a BOOL# you need to press ; and number. The number can only be a 1 or 0 nothing else.
BOOL1 = 0 is for the position of the elevator is in Build. If you set BOOL1 = 1 then the elevator will be where our ST1 sprite is. BOOL2 = 0 must be set this way in this situation, or the elevator will never go back down while the player is standing on it. BOOL7 = 1 means that we do not want the monsters to activate the elevator.
7. Insert another ST1 sprite next to the first one (in the elevator shaft) and give it a HiTag of 134 (SOUND_SPOT) and the same Low tag of 1. Give TAG4 = 180 (the elevator sound). No BOOL# needs to be changed. As with all door/elevator type sounds, you may have to play with the speed (TAG4) of the ST1 sprite with the HiTag of 92 so that when the sound stops so does the elevator.