Section 6 - Building the Final Rooms
With the skills you have acquired, you can
move ahead and finish the modeling, texturing and lighting
without the detailed steps you have had thus far. (i.e.
you’re pretty much on your own!) If there are new skills
involved, details will be given.

Scorpion Room
Select the Scorp Room from the Demo model and look at it in
the Plan View panel. The room looks square on the PLAN VIEW
grid but in 2DMAP mode in the EDITOR WINDOW it appears to be
an irregular shape. If you look closely at the PLAN VIEW you
will see that the shapes made by the groups of green squares
(walls) correspond to the “missing” areas when viewed in the
EDITOR WINDOW. This is because walls appear white or as
blank space in the EDITOR WINDOW.
1. Make a room approximately 8x8 squares.
2. Create the organic floor by using “Random Floor Up” (F1),
then Smooth Floor” (F9). Fix any illegal slopes.
3. Leave a flat area at least two squares to place the floor
switch (check demo for location).
4. Exit doorway must be one block in size - you will later
place a door in this opening.
5. Water passage exit/entry needs one click ledge around
connecting portal (Don’t forget to check elevations before
connecting stacked rooms).
6. Adjust wall panels, add textures; set ambient light;
place and adjust additional lights.
Scorpion Pit and Mid Room
To construct these rooms, use the demo model as a guide…and
if you are in a big hurry, don’t forget the cut and paste
shortcuts!
Placing Objects and Setting Triggers in the Scorpion
Room, Scorp Pit and Mid Room
Scorpion Room:
Object: Scorpions (SMALL_SCORPION) - Although it is
tempting to cover the floor with scorpions, there are
limits! Place no more than 5 or 6 or they won’t trigger like
they are supposed to and you’ll have scorpions appearing out
of thin air.
Trigger: Trigger each scorpion to a square at the bottom of
“Hall 4X “ so Lara will activate them before she climbs out
of the water. This way they will already be running towards
her when she steps onto the sand.
Object: Switch (LEVER_SWITCH) - Place in the corner
by the door opening on the flat squares.
Trigger: Trigger the switch to the square beneath it. Click
in the trigger text box next to the pink button to bring up
the “set trigger type” window. After clicking in the text
box next to “type” select “switch” to designate the trigger
as a switch. Now when you set the trigger for the door to
this same square, it won’t open until Lara throws the
switch.
Object: Door (DOOR_TYPE4) - This door actually needs
to be placed in the “Mid Room” so it will open properly.
Place it and rotate it into position.
Trigger: Set the trigger on the same square as the switch to
link the door and switch together.
_________
Scorpion Pit:
Object: Scorpion (SMALL_SCORPION) Place the scorpions
under the ledge, so they will "materialize" out of view.
Trigger: Be creative with your triggers…maybe set one at the
base of the pole...
Object: “Fire Pole” (POLEROPE) Lara must be on the
same square as the pole to climb up it or jump forward and
grab (Control Key) to climb down. The pole is only 12 clicks
(3 blocks) tall. If you want a taller pole, you’ll have to
stack one pole above the other.
Trigger: None required
Creating Secrets Don’t make your
secrets too easy! Any pickup can become a secret simply by
designating it as such in the “set trigger type” window.
Each secret needs a different number or the secret sound
will not activate, nor will the item be logged in the level
statistics.
Object: Sixshooter (SIXSHOOTER_ITEM) Place somewhere
in the middle of the pit.
Trigger: Set a trigger beneath the pick-up, then in the “set
trigger type” window click in the box next to "Trigger" to
pull up the menu and select “secret”. Enter the number 1 in
the box in the upper right corner of the window.
Mid Room:
Check the demo model and place the remaining objects and
baddies accordingly, or choose your own!
Placing a Camera Using the Camera Target
If you want a camera to show a specific view rather than
point at Lara, you can place a camera target (from the
object menu) in the location you want the camera to point.
In this case, the camera and target are set up to catch the
mummy creeping around the corner and show Lara’s position at
the same time. A fixed camera is used to insure it will be
activated whether or not Lara has her weapons drawn. To set
up a camera target do the following:
1. First place your camera.
2. Choose the camera target from the object menu and place
it where you want the camera to point.
3. Set triggers for both the dummy camera target and the
camera on the same square(s). Remember, this camera stays
active only as long as Lara is on the trigger – a large
trigger zone was set keep the camera active long enough for
the mummy to become visible.
4. Call up the “Set Trigger Type Window” for the dummy
target and make sure you select “target” from the trigger
text box so the camera will know it is supposed to look at
the target instead of Lara.
5. Now call up the “Set Trigger Type Window” for the camera
trigger and click on the “one shot” button.
The “Test” Room
The Test Room was designed specifically for familiarizing
you with exactly what Lara can and can’t do in her world. It
would be a little difficult to design a good level if you
didn’t know how far or high Lara can jump…and you can’t push
limits if you don’t know what those limits are!
If you’d like to check some of these guidelines in-game,
move Lara to the demo Test Room (unless you want to build
your own Test Room first) then build a new TR4 file. When
you boot up the game, Lara will be in the test room ready to
try all her moves.
How High? Find the set of stairs near the east entry
door. Each stair is one click up per step. The top of the
stairs is 8 clicks tall…one click beyond Lara’s "jump up and
grab" limit. The next stair is 7 clicks tall - she can jump
up and grab that edge, no problem. It is obvious why you
need to know some of these limits…if you want Lara to jump
up to find a secret, or make sure she can or can’t get out
of a space, you have to know how high or low to make the
walls.
Above the stairs is a Monkey Swing. Starting at the bottom,
stand on each step and jump up to grab the ceiling. When
Lara gets to the fifth step she will be able to grab the
ceiling, not before. The room is 12 clicks tall, so this
means Lara can jump up 7 clicks to grab onto a ceiling.
How Far? In the southeast corner of the room are some
ledges 8 clicks high with distances between them of one, two
and three squares. Lara can jump the distance of one square
easily. A gap of two squares requires her to make a running
jump. It is a bit trickier to make the three square gap - in
addition to a running jump, Lara must grab the ledge, then
pull herself up.
In the southwest corner of the room are two squares that
have been raised just two clicks. One of those raised
squares is two squares from the west wall, the other is
three. Lara won’t have a problem jumping the two-square gap,
but the three-square jump doesn’t work. To make this jump,
Lara would need to make a run, jump and grab move and she
doesn’t have enough vertical space as in the example above.
Another move you should experiment with is the standing jump
up. Stand one square away from a 4 click tall block and jump
forward. Lara will leap up onto the block. She can also flip
backwards or sideways to jump up 4 clicks.
You might want to experiment with diagonal jumps, and build
some areas in your test room to push this limit. Distance
limitations can depend on different factors, such as the
height of the beginning and the ending platforms, as well as
the skill of the player! You can include a few really
difficult jumps, but unless you’re truly mean spirited, you
want to keep most of your moves within a reasonable skill
level range!
How Steep? When the terrain goes beyond a specific
angle, Lara will begin to slide down that surface. To create
the angle that will make her slide, you raise one side of a
block 3 or more clicks higher than the other side.
Along the south wall is an example of varying sloped
surfaces. Walking up the slope, you can tell when it becomes
a 3 click slope because Lara will stop. Jump up to the top,
turn around and walk down the slope. You slide until you hit
the 2 click slope where you come to an abrupt stop. Lara can
walk on one and two click slopes but not on 3 or greater.
How Deep? Lara can take a lot of damage but knowing
how far she can fall without being hurt will help you build
a more challenging level. At the top of the “How High” steps
is a dark crawl space that leads to a long narrow room. Half
of the room is a level floor, the other half is a series of
descending steps in one click increments from 4 to 21. Drop
Lara down the different distances noting how much damage she
takes as the distances increase. Repeat the process when
Lara is not at full health – the distance she can fall
without dying is proportionate to her
health status.
Now you create a Test Room. Either copy the demo level Test
Room or test the limits with some of your own inventions.
The only way to really find out if Lara can handle what you
set up for her is to make a TR4 file and try it out
“in-game.”
Tips for building features in the Test Room and beyond:
The “Lattice” ceiling (How to create multiple openings with
one “door”).
You may think at first glance 8 portals were made to achieve
this effect, but really only one was used. Try this quick
method for creating multiple portals:
1. Think of the bottom elevation of the floor as the plane
that will eventually become the portal. Raise the floor to
create thickness wherever you don’t want a portal….(use demo
model for reference).
2. Raise your “MumRoom” so the floor elevation is the same
as the ceiling elevation of the Test Room and position it
over the Test Room.
CAUTION: If your test room ceiling
has an irregular surface, you will run into problems trying
to connect the two rooms. For instance, if you copied the
demo Test Room you will need to lower the raised portions to
the same plane as the area you want to connect up to the
MumRoom or you will get an error message when you try to
connect the rooms.
3. Once you’ve raised your floor areas, select the entire
floor of the “MumRoom” then click the DOOR button. You will
now have portals wherever you did not raise the floor. (You
can create multiple horizontal portals in one click as
well…in Plan View, use the WALL button to create a row of
columns along the edge of a room. Select the entire wall
with the columns and when you click the DOOR button, it will
create portals between all the columns.)
The Fire Pit
In the southwest corner of the room are 3 squares with an
iron grate. Lara will burn to death if she moves onto these
squares. To set up this trap:
1. Build a small room beneath the three squares and create a
portal. Then go back to the Test Room to complete the rest
of the steps.
2. Select the opening and click “toggle opacity”. This will
prevent Lara from falling through the opening as well as
allowing texture placement.
3. Place the “Flame_Emitter” nullmesh on the squares to
create the small flames.
4. To turn the flames on place a trigger at the entrance of
the Test Room.
Eye of Horus - The Big Door
This door requires an opening of 3x3 blocks and involves
some specific modeling and triggering to work. Take a close
look at the demo model to see how to construct it, then:
1. Place the door (AM_HOLE) in the opening. Press “O” and
enter 999 in the text field so that Lara will be able to go
back through the door opening once it has opened.
2. Set a trigger square directly in front of the door where
Lara will stand to insert the “key” (the combined puzzle
pieces).
3. Click in the text box next to the pink trigger button to
get the “Set Trigger Type” window and click in the “Type”
text box and choose “Key” - hit “Okay” . This designation
tells the door to open only when Lara uses the combined
puzzle pieces.
4. Hit the “Okay” button on the “Set Trigger Type” window to
close it.
Caution: When the Big Door opens,
the door sections need to “disappear” into the surrounding
walls. Make sure you build out the walls enough to
accommodate these sections or you will see parts of them
popping through the walls of the Test Room.
Placing the Fixed Camera by the Big Door
Before setting up the camera that activates when Lara goes
near the big door, check what happens to the door “in-game”
(remember you can temporarily place Lara in the Test Room so
you don’t have to play through the level to check your
work). When you get too near the door, the Lara “camera”
tries to view her from behind the door. This gives a view of
the backside of the door and a bunch of missing
polygons…nothing you want anyone to see! By placing the
fixed camera, you can control what the camera does when Lara
gets near the door, even if she has her weapons drawn.
Hiding Pick-ups Beneath the Vase Shatter object:
1. In the sideroom, at the north end of the Test Room, place
the pickup you want Lara to find when she shoots the vase
and click “O” to bring up the object menu. Click on the
invisible button and hit “okay”. This will make the object
invisible until the vase shatters above it.
2. Set a trigger on the same square and bring up the “Set
Trigger Type” window to set the trigger type to “Heavy”.
When the vase shatters, it will trigger the pick-up to
become visible.
3. Now place the vase (SHATTER_O) on top of the pick-up.
Triggering a Baddy with a Heavy Trigger:
1. Place a baddy in the Test Room upper left corner
(northwest).
2. Set the trigger for the baddy under the shatter vase (the
same square as the heavy trigger for the medi-pack). When
the vase shatters, it will activate the heavy trigger which
in turn will activate the baddy trigger. You may wonder why
just stepping on the square does not activate the baddy
….remember, when one special trigger is on a square, all
other triggers assume that same status, in this case, a
heavy trigger…and a heavy trigger is only activated by
something other than Lara.
Taking Advantage of the Baddy AI
1. Place some six shooter ammo on the same square as the
above baddy.
2. If a pick-up is placed on the same square as a baddy, it
will be left as a pick-up for Lara after he dies. No need to
use the invisible setting on the pick-up…when placed with a
baddy, it is automatically invisible until the baddy dies.
Using BOXES to Control Your Baddies!
As demonstrated earlier, sometimes it is necessary to set
limits for baddies. Notice the gray squares in front of the
entrance to the crawl space leading to "Deep Pit1". The gray
squares (select a square, click gray BOX button) are used to
bar access to anyone other than Lara! If the baddies were to
navigate through the crawl space, you’d have laugh. Since
they do not have a crawling animation they switch into a
monkey swing which looks a little ridiculous in the crawl
space!
Setting up the Spiked Pit Trap in the Exit Room
Did you fall for the spiked pit trap after the Big Door
exit? The spikes used in TR4 are more complicated than those
from earlier Tomb Raider games. You now have the options of
retracting or stationary spikes delivering death from
floors, walls or ceilings!
Spikes are placed like most objects but may need a little
more adjusting than usual so a few in-game checks might be
required to get them just right.
In the reference section is a chart showing the different
settings for the spikes. You’ll be able to set the angle of
origin and whether or not they remain out or retract. To set
the spikes as in the demo model:
1. Place the spikes (TEETH_SPIKES) at the bottom of the pit.
Check to see how far they are sticking out from the ground
and adjust yours accordingly.
2. Since these spikes don’t appear until triggered, set the
trigger just after the Big Door. This way, they will already
be visible in the bottom of the pit when/if Lara falls. You
can also trigger them at the bottom of the pit so they won’t
shoot up until Lara falls.
3. With spikes selected, press the “O” button to bring up
the “Object
Code Bit” menu and type in the number 20. This will make the
spikes point up and remain stationary.
