Powerslave / Exhumed Public
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Example map pack and mapping kit
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To supplement this documentation, we created a small campaign that utilizes many of the engine's functions.
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Expect to see loads of unused effects, transparency and even slopes !
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Maps have been designed as a small campaign so there is some continuity between the levels.
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The download had been split in to "Map pack" and "Mapping tools" downloads.
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MAPPING TOOLSNEW MINI CAMPAIGN
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Mapping documentation
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By: MetHy & Oasiz & Daedolon
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Brief intro:
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This initially started as a curiosity project to simply see if mapping was possible on PS/EX.
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Aside from a test map by LAW, no proper documentation or tools existed for this game.
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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.
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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.
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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 !
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Seeing the potential, we set out to make some nice example maps and document this outdated, older version of the BUILD engine.
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SHEETS
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Sector tags
Doors & other sector movement based effects, due to lack of speed sprites the effect speed is done by muliples of one thousand.
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For example, a double movement speed is effect base tag (Let's say 40) combined with 2000, resulting in 2040
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WALL tags
Switches and wall based movement, typically very specific use case stuff and you will likely only use switches from here.
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To do a sliding door, you will have to use wall tags instead of sector tags.
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SPRITE tags
This contains everything from props to enemy sprites and whatnot. There are various pickups listed here and such.
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^ Separated for clarity v
Unlike any other BUILD game, tiles are just visual. You MUST lotag each pickup/enemy properly !
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SPRITE tags (Sector Effects)
Unlike regular sprites, these tags are not typically actors but instead affect sector behavior.
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Expect stuff such as: Sinking player in sector, damage player sector, underwater and flicker light effects.
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PALETTE
While there are no true "altpals" in ps/ex, some dedicated PAL entries exist for visibility tweaks and sky texture
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Mapping tips
Some tips and observations for mapping.
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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.
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99% of things should work the same in the retail release of Powerslave as well (Dec 04 1996).
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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.
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When editing, one important thing to keep in mind is that exhumed uses 64 shade steps, mapster only supports 32.
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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.
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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.
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CREDITS
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documentation
MetHy / Oasiz / Daedolon
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mapster32 fixes
Oasiz / Daedolon
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map01 (lava caves)
Oasiz
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map02 (temple)
MetHy
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map03 (boss)
Oasiz / MetHy / Daedolon
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FAQ map / FAQ text doc
MetHy
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palette help
Hendricks266
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