|Example map pack and mapping kit|
|To supplement this documentation, we created a small campaign that utilizes many of the engine's functions.|
|Expect to see loads of unused effects, transparency and even slopes !|
|Maps have been designed as a small campaign so there is some continuity between the levels.|
|The download had been split in to "Map pack" and "Mapping tools" downloads.|
|MAPPING TOOLS||NEW MINI CAMPAIGN|
|By: MetHy & Oasiz & Daedolon|
This initially started as a curiosity project to simply see if mapping was possible on PS/EX.
Aside from a test map by LAW, no proper documentation or tools existed for this game.
First we contributed our findings as individuals in a forum thread and seeing that this could be something, we decided to combine forces after the first few days.
Us three being BUILD engine veterans by this point, we pretty quickly got past some initial issues with tools and started reverse-engineering stock maps to see how stuff was made.
After about a week or two, slopes got discovered and by that point we had a pretty extensive list of stuff and a couple of unused effects too !
Seeing the potential, we set out to make some nice example maps and document this outdated, older version of the BUILD engine.
Doors & other sector movement based effects, due to lack of speed sprites the effect speed is done by muliples of one thousand.
For example, a double movement speed is effect base tag (Let's say 40) combined with 2000, resulting in 2040
Switches and wall based movement, typically very specific use case stuff and you will likely only use switches from here.
To do a sliding door, you will have to use wall tags instead of sector tags.
This contains everything from props to enemy sprites and whatnot. There are various pickups listed here and such.
^ Separated for clarity v
Unlike any other BUILD game, tiles are just visual. You MUST lotag each pickup/enemy properly !
|SPRITE tags (Sector Effects)|
Unlike regular sprites, these tags are not typically actors but instead affect sector behavior.
Expect stuff such as: Sinking player in sector, damage player sector, underwater and flicker light effects.
While there are no true "altpals" in ps/ex, some dedicated PAL entries exist for visibility tweaks and sky texture
Some tips and observations for mapping.
Note that we are using Exhumed full version (Mar 19 1997) to document everything, as it's the most recent available version of the game.
99% of things should work the same in the retail release of Powerslave as well (Dec 04 1996).
Stay away from the beta release of Powerslave (Sept 24 1996) and other bad rips. We strongly recommend you use the Exhumed version mentioned above.
When editing, one important thing to keep in mind is that exhumed uses 64 shade steps, mapster only supports 32.
While palette.dat has been mutilated a bit to work with mapster32, shade values are still incorrect and you will never reach shades beyond 50% in editor mode.
Check the FAQ map and its txt file available with the mapping tools. This will provide examples of most effects and further explanations when needed.
MetHy / Oasiz / Daedolon
Oasiz / Daedolon
map01 (lava caves)
Oasiz / MetHy / Daedolon
FAQ map / FAQ text doc