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Section 6 - Creating the Outside World

When Lara’s adventure comes to an end, a reward for surviving and completing her ordeal is due! Creating a grand view of the outside world not only serves as a "reward" but as a grand finale for the level (and the tutorial as well!). To make this large outdoor space you will combine six rooms into one.

Lower Desert Room

1. Begin by building the central lower room “Desert1”, the room where Lara exits the pyramid. It is 10 x11 squares, and 9 clicks in height. Lower the entire room by using the ROOM - button so the floor is at an elevation of -9. You will be angling up the floor squares on the east (right) and west (left) sides of the room. Refer to illustration ED11 for the proper angle.



2. To build the passageway where Lara exits the tomb, select the floor square that is on the east (right) row of “Desert 1” and 6 squares down from the top. Pointing the white arrow to the east (right), lower the edge down 4 clicks to a flat position. Illustration ED12 will show you exactly which floor square to adjust.



Upper Desert Room

1. To build the upper half of the outside world, make a room 17 x 11 squares, and 20 clicks in height. Call it “Desert Top1”. Make sure the floor elevation is at 0 (to match up with the ceiling of “Desert 1” which is 0 elevation).

2. Select the five east (right) rows of “Desert Top1”. Pointing the arrows to the right side of the selected floor squares, raise the edges up 4 clicks. Now raise each row of angled floor squares up to form a slope. Select the two west (left) rows of floor tiles and raise the left edge of those squares by 3 clicks. Raise the western most row up 3 clicks to form another slope. Refer to illustration ED 13 to check your slopes.



Combining the Rooms

Position “Desert Top1” which is 7 rows wider over “Desert1” so the two left rows of “Desert Top1”overlap on the left side of the lower room and the 5 right rows overlap on the right side.

To connect the rooms, select (from the model) ONLY the flat floor squares of “Desert Top1” (illustration ED14) Press the DOOR button to create the portal between the rooms. Compare your model to illustration ED 15



TIP: Using the X,Y coordinates to line up stacked rooms. Sometimes when the room on top is larger than the room below, it is difficult to get them positioned correctly. Using the X,Y coordinates can make life a lot simpler...Click on a square in the Plan View Grid, look in the Text Info box below the Editor Window next to “Selected Block” to see the X,Y coordinates of the selected square. If you select the entire room, the X,Y coordinates will default to the upper left square of the selected room. Using the Plan View grid with “Desert Top1” selected, figure out where the upper left corner of the lower room needs to be positioned and click on that square to get the X,Y coordinates. Now drag the lower room into position by moving it until it has the correct X,Y coordinates.

The Sand Dunes

The eastern sides of the rooms form the pyramid so you don’t need to adjust these slopes, but all the other sloping floor squares need to be randomized to form the sand dunes opposite the pyramid.

1. In “Desert1” select the entire west (left) sloping floor squares EXCEPT the top row next to the “portal.”

2. Randomize the selected floor squares by pressing F1 three or four clicks to create a fairly rough surface. Hit F9 to smooth things out a little.

3. In “DesertTop1”, do the same, making sure you don’t select the row next to the portal…unless you want to adjust all the tiles that don’t match the “portal” edge of your lower room!

4. Now fix all the rough edges and holes, using what you know about manipulating squares with the control key and the white arrows! Notice that the row next to the “portal” in “DesertTop1” was unaltered – when you used the random button it didn’t lift any corners of the squares next to the “portal”.

5. To give some shape to this flat row select random squares and to each, point the arrow into the corner (use control key) away from the “portal” side, then with FLOOR + (and control key) raise up portions of the flat row and adjoining squares. The edges next to the portal will remain flat.

Your two rooms should look something like illustration ED16, but not exactly, given the random nature of these procedures!



The End Rooms

This outside desert room needs to be large to create the feeling of being outdoors! The easiest way to do this is to copy the upper and lower desert rooms to use on both ends of the center rooms. To get the slopes and random floors to line up, flip the rooms using the “Flip Room” feature under “Room” in the Drop Down Menu (or you can press ALT+Y).

Note: When you “flip” a room the north (top) side of the room becomes the south (bottom). When you “mirror” a room (Alt+X), the west (left) side becomes the east (right) side. Don’t confuse “Flipping a room” with a "Flip Map". Flip Maps are used to trigger a change in a room during game-play. Flip Maps are covered in the advanced section.

1. Now make a copy of the upper and lower desert rooms and remove the exit passageway from the copy of the lower desert room by selecting the floor square at the exit and sloping it up again to match the surrounding floor squares.

2. Flip (ALT + Y) the copied lower room. Reduce it in size by using the BOUND button to remove the four top rows. Move it to the north (top) side of the central rooms, so that the edges are flush. Flip the copied upper room, reduce it in size by removing the two top rows and position it over the copied lower room so that it lines up with the existing rooms.

3. Combine the upper and lower end rooms using the DOOR button. Refer to illustration ED16 to see which squares to select.

4. Now create doors between the lower central and end rooms and the upper central and end rooms. Work from the PLAN VIEW grid, selecting the gray squares along the appropriate walls before hitting the DOOR button.

5. After creating these connecting portals, you will want to slope and randomize the floor squares along the north (top) end of both rooms in order to wrap the dunes around the horizon. This task will definitely put your modeling skills to test. You will need to use the control and arrow keys extensively.

6. Once you’ve accomplished that, copy the upper and lower end rooms and flip them. Place the two newly copied and flipped rooms south of the two central (original) rooms. Join the rooms to the central rooms and there you have your 6 combined rooms.

Adding Transparency to the Upper Walls and Ceilings

In order to see beyond the wall and ceiling squares out to the horizon and sky graphics, you must make them transparent. First, turn FACE EDIT on. From the COLOR PALETTE (located beneath the EDITOR WINDOW), select the black color square in the upper left corner. Now click on all of the walls and ceiling squares above the “Dune” line. The transparent color will appear white in the EDITOR WINDOW and you won’t see anything beyond the walls until you look at your room “ingame.” (Not even in Preview Mode!)

Placing the Objects and Camera

By this time, you know what to do! Click on the objects in the demo model to get their slot name and proceed as usual! When investigating how triggers are set up, the Object to Trigger and Trigger to Object buttons are extremely useful, and remember to click on triggers in the PLAN VIEW grid to cycle through each trigger on one square.

Lighting the Outside World

You have created an outside environment so you will want use the SUN light. You will need to place one SUN in each room because lights do not shine from one room into another, even when they are joined. (Placing more than one sun per room will cause an error message when you got to output the WAD.) Play around with the settings until you are happy with the direction your SUN is pointing or copy and paste from the demo model. It is a good idea to try to place them in the same location within each room, too. All connected outside rooms should have the same Ambient setting.

After placing the jeep in “desert1” you can put a shadow beneath it to help make it appear more “grounded”. This is an instance where the blue “ON” button (its default position) should be clicked OFF so that the shadow will not darken the jeep, but only the “sand” textures beneath it. To turn the button off, you need to have the shadow selected and the LIGHTING button ON.


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