Section 3 - Creating the Sloped Hallway
Locate the room called “Hall Up”. You’re going to create a
sloped hallway by raising and adding slope to portions of
the floor and ceiling (you did something similar in the
SKILL BUILDING section). This hallway will eventually
connect up with a higher room…it’s time to get Lara off the
ground floor!
1. Make a narrow room 2 x 12 squares, 8 clicks (2 “blocks”)
in height.
2. Select all the blue floor squares with the exception of
one vertical row from each end of the hall.
3. Click once on the selected squares to bring up the white
arrows and click twice more to point the arrows to the east
(right) end of the hall. Click the “Floor +” button twice.
4. Using the arrow keys on your keyboard, position your
model so that you can see the ceiling. Because the arrows on
the ceiling point the opposite direction from the floor, you
will need to click three times on the ceiling to point the
arrows to the right. (This assumes you haven’t deselected
anything.) Now click the “Ceiling +” button twice. You
should have a room that looks like the illustration below:

5. Select all of the floor squares except the two vertical
rows on the left end of the hall. With NO arrows visible,
hit the Floor + and the Ceiling + buttons twice.
6. You can now see how the hallway will shape up. Continue
the process, each time selecting one less row from the left
side of the hall. Halfway through your room should look like
the Illustration below:

Once you have finished your sloped hallway, the ceiling
elevation should be at 28.
Popping Up an Alcove from the Hallway Ceiling
1. To hide the balls for the spiked ball trap, pop up a
small alcove from the ceiling of your hallway. To do this,
start from the east, or right end of the hall, count three
squares to the left, then select the two squares to raise
vertically.
2. Raise the ceiling to a height of 33, then use “Average
Ceiling” (F8) to flatten out the ceiling. It will now have
an elevation of 32.
Texturing the Hallway
1. The texture panels on the walls need attention. A texture
looks best when it is placed on a square wall panel. Refer
to the demo room to see how the panels have been divided.
This will be a good test of your skills thus far!
2. Texture and light your new sloped hallway.
3. Now connect the hallway to your dome room. It has been
awhile, so if you need a refresher, refer to Method 1 in the
Connecting Rooms section. Check the demo model for placement
if necessary.
4. Go ahead and place the final set of doors that lead from
the “Dome Room” into “Hall Up”. They must be placed from the
hall side – set the triggers the same way as the others
earlier doors.
Gray Splitter Squares
You may have noticed the gray squares at the top of the
hallway. Highlight the same two squares in your hallway and
click on the gray “BOX” button (one of the “Room Edit”
buttons). This creates an invisible barrier that will
prevent the baddy (not Lara ) from exiting the hallway if
don’t kill him first. He doesn’t have the necessary
animations for navigating the next portion of the model, so
you have to prevent him from getting into impossible
situations! You also use splitter squares in front of closed
doors so baddies can’t walk through them – once a door is
opened, they can walk into a connecting room.
