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- | || \ | | ____ \ \ / / || | |
- | | \ \ | ||____\ \ \ / / || | |
- | |___\ | | |______ \ \/ / || | |____
- |_________| |_________\ \__/ _||_ |_______\
-
-
-
- I first intended to write a short documentation about building a small
- level with DEVIL but then I noticed that I should explain things more
- thoroughly. So I wrote 'DEVIL.DOC' (ok, you needn't read that first but
- you should read it sometimes because not all functions are explained
- here).
- I'll also write another level (without step-by-step documentation) to
- show how producers and switches work.
-
- [A]. A LEVEL FROM THE SCRATCH
- [A1] Moving around
- [A2] The modes
- [A3] Macros and deleting
- [A4] Textures
- [A5] Walls
- [A6] Things
- [A7] Exit
- [A8] Merging the level in DESCENT
- [A9] Stylistics
-
- [B]. DEMO-LEVEL
-
- [C]. CHANGES
-
- ----------------------------------------------------------------------------
-
- Part [A]. A LEVEL FROM THE SCRATCH
-
- --[A1]------ Moving around
-
- To control your movements with your mouse just click on the arrows to
- the right: left click is turn and right click is move. On the keyboard
- the commands are (you have to switch the NUMLOCK ON):
- A/Y (perhaps Z ?) forwards/backwards (sorry, german keyboard)
- 1/3 banking
- 2/4/6/8 turn around
- [SHIFT]+2/4/6/8 gliding
- IMPORTANT: when I refer to NUMLOCK ON or OFF, I assume that you change
- the Move/Modify-mode ONLY with your NUM-key.
- If you want to move something else instead yourself you have to switch
- the NUMLOCK OFF (or click on the button below the arrows). You can only
- move tagged objects. Normal objects are moved relative to your point of
- view but things with orientation (starts, robots and the reactor) are
- steered (just lik you would fly them). Just try it.
- If you want to use your mouse, read the 'Your mouse and DEVIL' section
- in DEVIL.DOC.
-
- --[A2]------ The modes
-
- You change modes by pressing [CONTROL] and the first letter of the mode
- That would be '[C]+S' for side-mode, '[C]+P' for point-mode, .... You
- will notice that every time you change the mode the display in the
- upper right corner will change to display your possibilities of editing
- the current object. The Internal menu is the most complicated: here you
- can enter the move-factor, the angle of your turns when you press
- 2/4/6/8, ...
- Now go to cube-mode ('[C]+c'). Let's suppose you want to change the
- light-level of this cube: just go to 'lights' using the cursor-keys and
- press [RETURN].
- If you've chosen sth. wrong just press [ESC]. This will quit the
- current menu. Now you may enter any value from 0000 to 8000 (hex). This
- will change the light level in the whole cube. Sometimes it is
- necessary to change the light level for each side seperately (e.g. when
- there are lights on the ceiling). This is done in the side- or point-
- mode. If you want to go to another cube (well, if you'd have more than
- one :) just press 'c' for the next or '[S]+c' for the previous cube.
- That is 's' or '[S]+s' for sides, 't' or '[S]+t' for things, ...
- When you change sides, you will always remain in the same cube; when
- you change points you will remain in the same side.
- When you want to change several objects, e.g. the textures of all walls
- in a level, you may find it handy to 'tag' objects. This is possible in
- every mode by pressing '[SPACE]'. '[S]+[SPACE]' tags/untags every
- object in the level.
-
- --[A3]------ Macros and deleting
-
- OK, after you get used to the different controls let's try our first
- macro. Go to side-mode ('[C]+s') and choose a side with the texture
- 'rock001'. Press '[S]+m' to make a macro (or use the pulldown-menus).
- This macro consists of the current cube and all tagged objects
- (including walls and things). To insert a macro press [INSERT] if you
- want to keep the cubes seperate or '[S]+[INSERT]' if you want an
- connection between the cubes. This is only possible in cube-mode, so
- you better press '[C]+c'. Do this now (and since you want to fly
- through this level you should use '[S]+[INS]' :). The inserted cube is
- blue (that is: tagged). This is because it is very easy to make things
- wrong with macros. So if you just inserted a macro and want to delete
- it just press [DELETE]. This will delete every tagged object (hence the
- name). You can't delete the active cube (which is shown green) so you
- will have to change the cube some-times before deleting it. Now compare
- the cubes (especially concerning the lights, they should be on the same
- side on both cubes). Most certainly you've made a mistake so that you
- have to delete the cube. Now try it again while I'll try to explain
- just HOW this damned macros work (I got it wrong some zillion times my-
- self). When you make a macro, DEVIL takes the current side and point.
- When you insert a macro, DEVIL takes the current point and side and
- tries to mend these with the point and the side of the macro. DEVIL
- will therefore turn the cube in the macro to match the two points and
- sides. Just keep trying until you get the hang of it.
- Then build a corridor with an intersection (you may want to make longer
- macros to build your corridor faster). Be sure to make one of the bran-
- ches very long, this branch will become the exit-corridor. After making
- it at least aprox. 10 cubes long, go to the last cube and switch to the
- finishing side. Then press [END] which will make the exit.
- It schould look like 'tut1.rdl'
-
- --[A4]------ Textures
-
- Texture changing is easy: just switch to side-mode and choose texture 1
- or 2. Texture 2 is used for signs, monitors or lights. It will lay on
- texture 1. Some textures (like lava) are special. These are handled
- automatically by DESCENT (it's a GREAT game). Change some textures and
- notice that when you change texture 1, texture 2 (the lights) will
- remain the same. You may want to change the orientation of the second
- texture: do that with 'change orientation'.
-
- --[A5]------ Walls
-
- side wall side
- __________ __________
- | | |
- | | |
- void | cube1 | cube2 | void
- | | |
- |__________|__________|
-
- Two adjacent cubes in the void: a wall is a cube-side between two cubes
- a side is a cube-side without another adjacent cube.
- Walls are sides between cubes. They may have different functions:
- switches (for doors or producers), doors, only texture or just plain
- nothing. A wall may even be a door AND a switch.
- We will make two doors now:the first in the bent branch just after the
- intersection (branch one) and the second in the other branch so that
- there is just one cube left (branch two). Change to wall-mode and
- change the side of the cube so that the side in which you want to
- insert the door is red. Then press [INSERT]. Now let's change the types
- of the doors: the door in branch one is 'stay open, switch' (means you
- can't open it), 'open at end' (means it will open when the reactor is
- blown up). In addition to that you should set the switch to 'normal
- exit' (means exit). The second is 'open/close w. laser' and 'red key'.
- You are now at 'tut2.rdl'.
-
- --[A6]------ Things
-
- Things are Robots/Items/Weapons. Switch to thing-mode and press
- [INSERT]. An energy boost will appear (default). Switch him into a red
- key using the upper right menu. If you put the red key behind the red
- door you get 1000 points for intelligent behaviour: either delete it
- (tag it first, but remember that you can't delete the active object) or
- move it around (tag it and switch NUMLOCK OFF). Now go to the cube
- behind the red door. Insert another thing and switch it to reactor.
- Since the reactor is kind of special you have to change the cube-type
- as well. Go into cube-mode and switch the cube-type to reactor.
- You may also want to insert a robot: insert another energy boost and
- change it's type to 'robot'. Now choose a robot and, if you want, an
- item that the robot will drop (drop-type 'drop item', choose item out
- of list and enter a drop-number)
-
-
- --[A7]------ Exit
-
- The exit of a level is build a bit more complicated than in DOOM. First
- there is the exit-door: it never opens until the reactor is blown up.
- This wall is also a switch: when you pass it, the computer takes con-
- trol over your ship and steers it through the last corridor until the
- real exit is reached. Therefore an exit consists of 'stay open, switch'
- 'open at end' and the switch 'normal exit'.
- The exit-side is the only side that is a wall (not quite right but it
- should do). Therefore you should bend the corridor so that the exit
- wall can't be seen from the beginning of the exit-corridor (because of
- HOM-effects). I've not done so because it's only a stylistic fault and
- won't do any harm.
- IMPORTANT: DESCENT seems to need an exit (we aren't 100% sure). When
- you load a level without exit it will crash sometimes/sometimes not,
- depending of the time, your age and the current moon-phase. This
- freaked us a lot but we thinks we have sorted it out by now.
- The exit-corridor should also have a certain minimal length (try sth
- around 10 cubes at least) and it shouldn't have sharp corners (no 90°
- turns).
- Your level is now ready and should look like 'tut3.rdl'.
-
- --[A8]------ Merging the level in DESCENT
-
- You don't have to merge them. Just only rename them in 'levelXX.rdl'
- where XX ranges from 01 to 27 including S1,S2,S3 (for secret levels).
- DESCENT will load this levels instead of those in the .HOG-file.
-
- --[A9]------ Stylistics
-
- Here are just some tips what you should try to do/don't :
- - don't make the exit-corridor too short/straight (see exit)
- - insert the reactor in standard cubes so that they won't float (or
- steer them to the floor in a bigger room)
- - default texture for doors is rock001; you don't see it a lot but
- change the texture to match adjacent textures
- - ceiling (lights) and floor (tiles) should remain the same through the
- whole level
- - monitors and signs should be orientated in the same way
- - when you make a macro for public use, try to end it with a standard
- cube (reference point and side)
- - thank PARALLAX every day
- - be happy :)
-
- ----------------------------------------------------------------------------
-
- Part [B]. DEMO-LEVEL
-
- I'll just describe what you see when you fly through this level. First,
- there is a two-sided (means two different events, depending of your
- direction) switch for the producers. Then there is a energy-station
- (note: try to achieve a high 'wall-density' in energy-stations 'cause
- when you turn you see that the flocks in the air are just 2D). Next,
- another two-sided switch for two secret doors. The door to the left is
- 'open/close w. switch' (means: it will close after some time), the
- other is 'not normally opened' and will stay open when opened once via
- switch. First type is great for secret doors with goodies behind, second
- is for traps with robots. Then you'll pass a door and enter a BIG BALL
- (my first real macro :). This room may be a bit slow on some machines
- (mine for example). There will be another enemy and the reactor.
- Notice the mind-wheeling effect corridor <-> ball?
-
-
- ----------------------------------------------------------------------------
-
- Part [C]. CHANGES
- No more changes made.
-
-
- I received lotsa mails asking about mouse-controlling or how to tag/untag ...
- These things are explained more thoroughly in the DEVIL.DOC file and I won't
- explain ALL subjects here. So if you got any questions remember: first RTFD,
- then mail me. I will answer all questions if I explained some things poorly
- and if someone has suggestions for improvement, send them (thanx go to Pat
- Johnson for suggesting how to improve the wall/side explanation).
- Don't worry, be happy
- Boris
-