Preliminary Information
Sprites described as 'active' generally have two qualities: 1) Coded behaviour and functions, and 2) Responsiveness to in-game gravity. Sprites described as 'inactive' generally do not share either of these traits. This definition is not absolute; There are some exceptions in both cases. For example, security cameras do not respond to gravity but are considered 'active', and switches have coded functions but are considered 'inactive'. Generally speaking, a "Switch" includes all types of switches: standard Switches, Access Switches, Combination Switches, and the MultiSwitch. However, when constructing effects that use switches, try to avoid using the Combination Switches: DIPSWITCH
(#162), TECHSWITCH
(#166), or ALIENSWITCH
(#1142) unless the tutorial specifically requests that you use them. Also remember that sprites are "foot-centered" by default: The height of a sprite is determined according to its bottom. Lastly, note that the descriptive term "Multiplayer" includes Co-Operative mode, whereas "DukeMatch" does not.
Most of the following effects are demonstrated in TUTORIAL.MAP
, and can be found by looking up the corresponding section and alphanumeric value.
Doors
- A1 : Ceiling Door
- A2 : Floor Door
- A3 : Split Door
- B1 : Star Trek Door
- B2 : Split Star Trek Door
- B3 : Sliding Door
- D1 : Teeth Door
- D2 : Rotating Door
- D3 : Open Door Room Lights
- D4 : Close Door Room Lights
- D5 : Touchplate Door
- D6 : Locked Door
- D7 : Switch-Operated Door
- D8 : Combination Switch-Operated Door
- D9 : MultiSwitch-Operated Door
- D10 : Convex Door
- Automatic Closing Doors
A : Vertical Doors
B : Horizontal Doors
D : Special Doors
Lighting
- C1 : Flickering Lights
- C2 : Flickering Lights when Shot
C : Flickering Lights
Horizontally Moving Sectors
- B1 : Subway Vehicles
- B2 : Two-Way Train
- Recon Patrol Vehicle
A : Stretching / Shrinking Sectors
B : Locator Paths
Vertically Moving Sectors
- A1 : Elevators
- A2 : Switch-Operated Elevators
- A3 : Locked Elevators
- B1 : Raising and Lowering Ceilings/Floors
- B2 : Incrementally Raising and Lowering Ceilings/Floors
- B3 : Ceiling Falls when Triggered by Explosion
A : Elevators
B : Ceilings and Floors
Rotating Sectors
Teleporters
- A1 : Teleporter
- A2 : Silent Teleporter
- A3 : One-Way Teleporter
A : Teleporters
Water
- A1 : Water
- A2 : Submergible Water
- A3 : Submergible Water with Sloped Underwater Surface
- B1 : Rising Submergible Water
- B2 : Waves
A : Water and Submergible Water
B : Special Water Effects
Demolition
- Explosives
- A1 : Blastable Walls
- A2 : Ceiling Explosions
- A3 : Destructible Buildings
- A4 : Activated Explosions
A : Explosions
SFX
- A1 : Activation Sounds
- A2 : Ambient Sounds
- A3 : Echo Effect
- A4 : One-Time Sound
- A5 : Wall-Activated Sounds
- A6 : Staged Sounds
A : Sound Effects
Walls
- A1 : Masked Walls
- A2 : One-Sided Masked Walls
- B1 : Breakable Glass
- B2 : Mirrors
- B3 : Forcefields
- B4 : Slanted Wall Shading
- B5 : Layered Walls
- Wall Information
A : Types of Walls
B : Wall Effects
Sprites
- A1 : Security Cameras
- A2 : Collapsable Sprites
- A3 : Pool Table
- A4 : Lightning and Rain
- A5 : Cranes
- A6 : Active Tripbombs
- Exploding Helicopter/Car
- Demo Cameras
- Mode-Specific Sprites
- Mini-Bosses
A : Sprite Effects
General Effects
- A1 : Sector-Over-Sector
- A2 : Ventilation Shafts
- A3 : Secret Places
- A4 : Earthquakes
- A5 : Conveyor Belts/Water Current
- A6 : Automatic Shooters
- Space Textures
- Parallaxed Walls
- Forcing the Player to Start Weaponless
A : General Effects
Ending Levels
Tricks
- A1 : Sector-Over-Sector Water
- A2 : Transparent Water
- A3 : Rising Submergible Water on Sloped Surfaces
- A4 : Underwater Airlock
- B1 : Switch-Activated Slopes
- B2 : Enemy Effects
- B3 : Multi-Level Elevator
- B4 : Reflective Sprites
- B5 : Reflective Floors
- B6 : Ladders
- B7 : Simulating 3D Objects
A : Water Tricks
B : Tricks