Workshop - Step 4

# Walls - part III

Third sector

### Walls in sector 2 (third sector)

This chapter describes how to build up the third sector (sector 2). Take a look at the picture to see the sector from inside.

This sector has - as you can see - a box. Ok, let's load sector 1 (CTRL-E and number 1). Change to the edit mode for walls (F1), select the two points at the left side (as shown) and create a new sector.

You're now in the third sector (sector 2). Please first insert all needed points (left mousebutton and SHIFT key).

Next we define a wall of the second sector (sector 1) as standard, e. g. we put the attributes of a line of sector 1 in the standard buffer. You still know how? It's simple:

- Change to sector 1 (CTRL-E and number 1).
- Select one of the walls with a height of 80 (CTRL and hold down left mousebutton) .
- Select from the popup menu (right mousebutton) the entry [Select as standard attributes].
- Change back to sector 2 using CTRL-E.

Remember: When changing a sector using CTRL-E, the current sector is saved on harddisk. You don't need to do so by hand.

Ok, let's define the walls of the room:

For that please select all points clock wise and select the entry [Create lines] from the popup menu. The new 8 walls do have the right attributes.

Stair and box

### Stair and box

Now we create the stair and the box. Select the refering four points and create the lines. Remember to create the lines (walls) in the right director (normal vectors). If no, you can select the lines and call the popup menu: [Rotate lines]

The stairs do have a height (wall height) of 32 pixel. The floor height of the normal room is 128, so the floor height of the stairs is 96. You have to activate the backside flag for the stairs. The index for backside is the color index of the normal floor color.

The attributes must look like this screenshot shows:

Ok, now's only the box missing. Boxes are like stairs. The index number for the backside is identical to the color of the box top.

The top of the box should get color index 1. Select the box textur, the box has a (wall) height of 64, the floor height of the box is 96 (as the stairs).

That's all: Select (mark) the lines of the box and call the attributes dialog:

Here are the attributes:

Tip I. The Running player can jump stairs with a maximum of 48 pixel. But only if there are the sector fields defined correct!

Tip II. The Running player only can walk within rooms (sector fields) with a miminum height of 52 pixel.

### Yeah! That are all walls.

No problem, we will guide you through creating the last sector fields, too...

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