                            Guide to
                           The Museum

                              v0.2

                           Written by
          Klaus Breuer (sz0759@rzmail.uni-erlangen.de)


        1  *Introduction*
        2  [How to use this guide]
           2.1  *Tutorial*
           2.2  [Reference]
        3  [Entrance]
        4  [The Main Hall]
           4.1  *Domed roof*
           4.2  [Open roof]
           4.3  [Pedestal]
           4.4  [Windows]
        5  [Hallways]
           5.1  *Phone Booth*
           5.2  *Staircase*
           5.3  *Bridge*
           5.4  *Cameras*
           5.5  *Blastable wall (user control)*
        6  *The Machine Room*
           6.1  *Demo Camera*
           6.2  *Gears*
           6.3  *Mirror*
           6.4  *Conveyor belt*
           6.5  *The machine*
           6.6  *The grappler*
           6.7  *Water drops*
           6.8  *Pool*
           6.9  *Sliding door*
           6.10  *Bad Mirror*
           6.11  *Light switch*
           6.12  *Blastable wall (touchpad)*
           6.13  *Spawning dancers*
        7  The Doors
           7.1  Swinging (hinged) doors
              7.1.1  *Double swinging door*
              7.1.2  *Low swinging door*
              7.1.3  *Center-axis rotating door*
              7.1.4  *Splitting rotating wall*
              7.1.5  *Switch-activated cupboard*
              7.1.6  *Rotating bed*
           7.2  *DOOM-type doors*
              7.2.1  *Once-only*
              7.2.2  *Defect door*
              7.2.3  *Growing door*
              7.2.4  *Switch-activated door*
              7.2.5  *Horizontally split door*
           7.3  *Other doors*
              7.3.1  *Star Trek door*
              7.3.2  *Four-way door*
              7.3.3  *Curtains*
        8  *The firing range*
        9  *The space room*
        10  *The light room*
           10.1  *Pulsing lights*
           10.2  *Teleporters*
        11  *The ledge room*
           11.1  *Air vents*
           11.2  *Open elevator*
        12  *The quake room*
        13  *Conclusion*


1  *Introduction*


This is a very short and rough guide to the museum, the training
MAP file included with The UnOfficial Duke Nukem Editing FAQ.

Note that this map is not really meant to be played - it's part
II of the FAQ, demonstrating all the how-tos.

The Museum is far from finished - I haven't yet put _all_ the
info from the FAQ into it. Heck, the place isn't even shaded
yet...
I also plan to number all the features so you can find them more
easily.


2  [How to use this guide]


This guide is meant to be printed out and kept handy when touring
The Museum.
You can either use this as a tutorial or as a reference:

2.1  *Tutorial*

Assuming you've finished the tutorial in the FAQ, you might be
interested in reading through this guide here, walking through
The Museum in the game (DUKE3D -MAP MUSEUM.MAP) and then looking
through the guide again, this time walking through The Museum in
BUILD or Duke3D.

This text only explains what each feature is, it doesn't explain
how it was build - that's what part I of the FAQ is for...

2.2  [Reference]

Just go straight to the part that interests you and see how it
works and how it was done.


3  [Entrance]


When this thing is finished, you will start in front of the
entrance to The Museum. As it is, you're warping straight into
the Main Hall.


4  [The Main Hall]


The main hall is the hub of The Museum.

4.1  *Domed roof*

The roof is domed: the hall consists of several sectors, which
have all been tilted towards the middle, creating a dome-like
effect.

Note how the underside of the supporting struts are shaded
darker, creating a much better 3D effect.

4.2  [Open roof]

Irritatingly, I haven't found a way to place glass on the roof
(especially a tilted one), and so the roof is open to the sky: I
just parallaxed the roof of the relevant sectors.

4.3  [Pedestal]

The pedestal in the middle was created by simply raising the
floor of the middle panel making up the hall.

On top of the pedestal is a cube (another sector with a raised
floor), demonstrating five different ways to end the map:

    *  The smaller red button is the standard 'end level button'

    *  The bigger red button is actually a texture instead of a
       sprite, but also works as a level end button.

    *  The Green button is the 'secret level' button, in this
       case bringing you to level 1.

    *  The blue button has just a different palette, and takes
       you to level 8 (the user level), effectively restarting
       the museum.

    *  Jumping on top of the pedestal will also end the level
       (sector is flagged as end-level).


4.4  [Windows]

The main hall has three large windows. Have a look at them: the
glass is actually inside the wall. To do this, the window sector
has to be split length-wise. Since the window is angled, each
window consists of six sectors.
Feel free to shoot the glass :)


5  [Hallways]


The hall is connected to the exhibits via three hallways, one of
them with an angled roof (it consists of several sectors to
create the 'arched roof' effect).

5.1  *Phone Booth*

In the south hallway, you can find a telephone, which buzzes if
you try to activate it.

5.2  *Staircase*

Next to it is a staircase: just a series of sectors with
different floor heights. I used [.] to align the textures of the
step walls.

5.3  *Bridge*

At the end of the steps is the bridge. It's a true 3D bridge,
meaning you can walk beneath and above it.
Of course, it is made up of sprites and can be shot down using
explosive weapons.

The railing also simply consists of flat sprites.

5.4  *Cameras*

You'll have noticed the two cameras. One of them is stationary,
the other one rotates. Also have a look how the cameras are
actually held in place: the stationary one is affixed to the wall
via another sprite, the rotationg one hangs straight from the
ceiling.

Both cameras are hooked up to the security screen in the corner.
It is protected by a harmless force field, and thus can't be
shot.

The damaged screen next to it is just decoration.

5.5  *Blastable wall (user control)*

The wall at the very end of the southern hallway can be blasted
open by shooting the fire extinguisher.


This allows you to enter:


6  *The Machine Room*


The machine room contains several objects of interest.

6.1  *Demo Camera*

The Sector Effector hanging in the air off to your left is the
demo camera. Try running The Museum with 'Demo Recording' set to
ON, and you'll see it floating there.

6.2  *Gears*

Off to the left are some permanently rotating gears. Compare the
ceiling and floor etxtures of the rotating sector: the top one
doesn't have the 'relative' bit set and thus looks wrong.

You can step onto the gears.

6.3  *Mirror*

The dark mess off on the far left wall is actually a mirror,
demonstrating the out-of-range syndrome: a mirror will only
activate from a certain distance onwards. Try walking twoards it
- it will suddenly activate.

6.4  *Conveyor belt*

In the middle of the room you can see some objects patiently
moving along a circular conveyor belt.

The objects are worthy of note: the two trashcans can be shot and
will spawn an object. See how the spawned objects are much
smaller than the originals? The default sprite size (used for the
original cans) is much too big...

6.5  *The machine*

The machine itself is nothing but a tunnel with a noise effector
in it.

6.6  *The grappler*

The grappler moves all objects from the finishing spot of the
conveyor belt (striped black and yellow) across the water to the
beginning og the belt again.

Two things are of interest here:

    *  The grappler has been placed into a raised part of the
       roof - it looks a lot better that way.

    *  The grappler has a strange and slightly unrealistic way of
       grabbing the objects. I don't know if there's any way
       around it.

6.7  *Water drops*

On the roof next to the grappler is a water-drop generator. Such
things can do wonders for the feeling of your level.

6.8  *Pool*

You can jup into the water underneath the grappler to see the
underwater mirror (just a plain mirror, but it's fun to see
yourself swimming) and an air-bubble generator.

6.9  *Sliding door*

Next to the machine is a sliding door, leading into The Bad
Mirror Room.

6.10  *Bad Mirror*

In here you can see what happens if you make the mirror sector
too small. Try correcting this problem in The Museum yourself -
it's real easy, :)

6.11  *Light switch*

Also to be found in here is a light switch, turning on the floor
lamp. Have a look at it.
Many people take such light shading to extremes, adding a light
gradient on the edge of the light sector as well. Lots of work
but well worth it.

6.12  *Blastable wall (touchpad)*

Back in the machine room, step onto the red touchplate pointing
at the wall with the offset texture and see the whole wall
disappear cleanly, opening the way into the Armed Dancer Room.

6.13  *Spawning dancers*

The dancers have two different palettes so they don't look
completely alike. They react differently to being killed,
however: while the red (dangerous) one causes a monster and a
burning barrel to appear (just to show that it can be done), the
blue one drops a weapon.

by the way, I don't recommend hiding weapons in this way. Many
people won't shoot the women (like myself) while others are weird
enough to play with parental lock on and never get to see them in
the first place.

7  The Doors


No, not the rock group. Towards the northwest of the Main Hall you
can find a corridor branching off. The first door on the right
leads into The Doors room.

7.1  Swinging (hinged) doors

All the following doors work the same way:

7.1.1  *Double swinging door*

The very first, large doors open slowly and omniously (simply
added an Sp effector with a low speed).
Both parts of the door open simultaneously as they are hooked to
the same channel.

7.1.2  *Low swinging door*

Inside, the first door on the right looks like a metallic stable
door. It demonstrates a silent, half-height hinged door.

7.1.3  *Center-axis rotating door*

Remember the door of the sex shop in E1M1? The black/yellow
striped door works just that way, demonstrating what happens if
you shift the axis of rotation about.
Note that the sound is different, too.

7.1.4  *Splitting rotating wall*

The wall right across from the exit can be opened by pressing
against it as well. It shows itself to be made up of six sectors,
all hooked to the same channel and opening like the door
explained above.

7.1.5  *Switch-activated cupboard*

Ignore this one, please. Sometimes it works, sometimes it doesn't
- and I haven't yet found out why.

7.1.6  *Rotating bed*

But the next one on the right is interesting: press the switch to
rotate the bed away from the hole in the wall (like in E1M3).

7.2  *DOOM-type doors*

The following doors are all variations on DOOM-type doors:

7.2.1  *Once-only*

Press on the light wall to raise it. Once up, it stays up.

7.2.2  *Defect door*

The first door on the right is a ring-shaped door, revealing a
hidden sector inside it. It's (purposely :) damaged, closing
again too soon.

7.2.3  *Growing door*

The next door is switch-activated and auto-closes after 256 time
units. Note how it seems to grow from above instead of sliding
down: the texture is orientated to the floor instead of the
ceiling.

7.2.4  *Switch-activated door*

The following door works properly, with the texture orientated to
the ceiling.

7.2.5  *Horizontally split door*

The last door on the right (the metal one) is a splitting door
activated by a switch as well. They're easy and quick to do and
look good.

7.3  *Other doors*

So far, three more doors are exhibited in the museum:

7.3.1  *Star Trek door*

That one's placed in the wall opposite the horizontally split
door. See that it's standing slightly open? This way, the first
activation will first close it completely, before the next one
opens it fully.

This might be used as a nasty trick to make sure the player can't
get though there in a real hurry...

7.3.2  *Four-way door*

Behind the Star Trek door is a door made of milk glass. This is
actually a four-way door, with striped doors inside it. Try it to
see what I mean.

Here's another bug (and yes, I'm way to tired right now to keep
hunting for it): the inner door often doesn't open properly. try
triggering the door twice in quick succession, it usually works
afterwards.

7.3.3  *Curtains*

The red curtains to the left of the four-way door is actually a
shrinking/expanding sector, controlled by the switch next to it.


8  *The firing range*


Past the doors is the firing range. With a twist: the targets are
shooting at you! Don't worry, though - you're behind armored
glass.
Play around here to see the different kinds of automatic cannons
available.

The radioactive signs at the back of the range are just
decorations - actually, invisible sector effectors are shooting
at you.

Unfortunately, automatic cannons can't be turned off directly.


9  *The space room*


On the corridor outside the firing range is the space room,
carefully labeled ("Danger - exterior airlock") and hidden behind
a striped door. Stepping through this door will kill you even in
God mode.

Note how in BUILD, the parallaxed sky looks messed up? In the
game itself, it works great.


10  *The light room*


The room next to the space room will one day contain all the
little lightening tricks.
It even contains an (armored) window into the space room: if your
buddy wants to splatter himself in there, you can watch through
there...

10.1  *Pulsing lights*

These lights are a bother to make as you need to place lots of
effectors. But feel free to play around with this one. You might
try changing the speed, for example.

10.2  *Teleporters*

Although not strictly classified as lights, I've added the
teleporters here. See how they even transport missiles? Play
around, have fun!


11  *The ledge room*


The last hallway from the great hall leads into the ledge room.


11.1  *Air vents*

While the air vent is rather straightforward, it might be
interesting to know that the inside of the vent (tagged as
'secret', btw) overlaps with the area outside the museum -
without being visible outside.
So there you have 2.75D already.

11.2  *Open elevator*

You get to the ledges (and the air vents) via the open teleporter
to the left of the entrance. It's currently quite noiseless.


12  *The quake room*


Well, Quake is out. The perfect moment to demonstrate a small,
highly localized earthquake by walking into the quake room from
the ledge room.

The Quake is triggered by walking up to the warning sign.


13  *Conclusion*


Have fun, look around, let me know if this idea is ok or if I
should post the FAQ without a corresponding map.

Keep in mind that this description is still rather hasty and
preliminary.

Ciao,
Klaus (curses, 5:30am again)
