Section 1 - Connecting Rooms (Creating
'Doors')
We now have three rooms but what good is it if you can’t get
from one to the other? Think of a “door” as a connection or
portal between two rooms rather than a literal door. “Doors”
can be a variety of sizes and openings. For instance, you
must use “doors” to create water, mist or cobweb passages
and with any use of transparent textures such as window
panes, cell bars and cyclone fences. These portal
connections can either be on a horizontal or vertical plane.
They are simple to make when you follow the rules; but
improperly constructed “doors” will give error messages and
must be corrected before you can create the playable version
of your level.
NOTE: “Wafer Thin Walls” Before
getting started you should become familiar with the concept
of wafer thin walls. To save polygons, outer walls (the gray
squares) actually don’t have any thickness. Ceilings and
floors don’t either. This isn’t a problem as long as there
are no openings because all you see is the inside of these
surfaces. However, if you don’t connect your rooms properly,
you will have created a wafer thin wall that will seriously
shatter the nice illusion of reality you have created!
Horizontal Connections (openings between two walls)
Two methods can be used to create horizontal portals:
Method 1 - Demonstrates creating portals using a
small connecting room the width of the door opening.
1. Begin by building a new room 2x3 squares and name it
“hall 1 X”. This new room will default to 20 clicks in
height so reduce it to 8. Select the ceiling squares, then
use the CEILING “-” button to lower the ceiling. Check the
“Ceiling” readout in the ROOM INFO BOX just beneath the
EDITOR WINDOW buttons to see when you have reached 8.
2. Texture and light your connecting “Hall 1 X” however you
like.
3. Move this hallway to the east (right) side of your “first
room” so that the two rooms are touching but not
overlapping. Position it half way down the side of the room.
(Always refer to the demo model if your are confused about
the location.) Make sure your floor elevations are at the
same height. “First Room” and the “Hall 1 X” floors should
read “0”.
4. Click on the small hallway to select it. In the PLAN VIEW
grid, select the two center gray wall squares on the west
(left) side of the hallway (if you select all 4 gray wall
squares and try to make a doorway, you will get an error
message).
5. Now click the DOOR button in the ROOM EDIT panel . The
room in the PLAN VIEW grid will switch to “First Room X” –
the room you just became connected with. Notice the two
black door squares on the east (right) side of the room. If
you don’t see the black squares, you did not successfully
create a door.
6. Now, turn off the 2D MAP button, turn on the FACE EDIT
and DRAW DOORS buttons. You should see your first room with
the hallway connection.
TIP: Go back to the PLAN VIEW grid.
Left click once on the black squares. You will see a green
outline around the black squares. (You will also notice a
line of text in a yellow box. This tells you what the
highlighted area is.) Now right click and watch as the
editor switches you to the adjoined room. This is a
convenient method for navigating between rooms.
7. Next, position your “Cropped Room X” (the one with the
central column) on the east (right) side of “Hall 1 X” that
you just connected to your “First Room X”. Again, line up
the rooms so they are touching, but not overlapping. In the
PLAN VIEW grid, select the two center gray wall squares on
the east (right) side of the hallway, then click on the DOOR
button. You should now be connected with the “Cropped Room
X”, and it should be displayed on the PLAN VIEW grid.
8. Copy your small hallway, name it “Hall 2 X” and repeat
the above process to connect “Cropped Room X” to “Dome Room
X”.
Method 2 - Demonstrates how to avoid the wafer thin
wall problem by raising walls next to the connecting portal.
1. Select an empty room by clicking on the SELECT ROOM
button and using the BOUNDING button crop it to 3 x 6
squares, 12 clicks in height and name it “Side Room X”.
Raise the floor up 4 clicks. (Be careful to use the FLOOR
“+” button, not the ROOM “+” button!)
2. Move it to the north (top) side of “Cropped Room X”, so
the rooms are touching but not overlapping.
3. In the PLAN VIEW select the two center gray squares on
the south (bottom) side of “Side Room X.” Click the DOOR
button to create the portal. You should now be in “Cropped
Room X”.
4. Click off the 2D MAP button to view your room in 3D. (If
you can’t see it, you may have to click on the DRAW DOORS
button to refresh the view.) Look at the walls between the
two rooms. This is a perfect example of wafer thin walls!
Not good!
5. In PLAN VIEW left click on your new door opening, then
right click to get back to the adjoining room. (You can also
use the ALT Z target cursor to move back “Side Room X”.)
6. Select a blue square on either side of the two squares in
front of the “portal” (door), inside the small room. (You
can do this from either the PLAN VIEW or the EDITOR WINDOW.)
Check the demo model for location if unsure.
7. Click the WALL button on the PLAN VIEW panel. Repeat this
process for the other side of the “portal.” Check your model
to see the newly formed walls – problem solved!
8. Now you need to take care of all the little details:
a) Adjust the wall texture panels (divide in two)
b ) Texture the walls, floor and ceiling
c) Adjust the Ambient light setting
Vertical Connections (portals between ceilings or floors)
work pretty much the same way except instead of creating a
wall around the portal, you raise the floor at least one
click or create a ledge by raising one row of squares around
it. This will be perfectly clear when you create the water
room later on in the tutorial.
Tips For Making Vertical Connections
The basic rule for connecting one room on top of another is:
“The highest point of the lower room can not be higher
than the lowest point of the upper room.”
Below is a side view example of this basic rule. You want to
connect the lower room “A” with the upper room “B” to make
room “C”.

If you try connecting rooms using the above method, you’ll
get the error message: “Cannot connect rooms”. Instead,
raise the blocks on the right side of room “A” so they
become as high as the highest part of room “A”. Then room
“B” will connect to room “A”. Or you can temporarily lower
the highest point of room “A”, make the connection, then
raise the part you lowered.
Be careful of Random Floor Down/Random Ceiling Up
When using the Random Floor Down and the Random Ceiling Up
features, take care to note your rooom’s new Floor and
Ceiling elevations. If you could see a profile of your
model, it would help! Even one single corner of one square
lowered beneath the original floor or one ceiling square
slightly raised will change the elevation read out. This can
cause problems when connecting rooms. If you get the “cannot
connect rooms” message, be suspicious – check your
elevations!

NOTE: Disconnecting Rooms (Deleting
“Doors”) Sometimes it is necessary to delete a door and
begin again. Simply select the door area represented by the
black squares in the PLAN VIEW grid and press DELETE on your
keyboard. The rooms will become disconnected and your portal
will vanish. Remember, to
select a door area it must be highlighted with a green
selection square - if it is red, you will get the message,
“No object selected.”
TAKING A LOOK
Time to check out your new additions (if you haven’t
already) in PREVIEW MODE. Don’t forget to save often, and
with a different project name!
SUMMARY OF SKILLS
So far you’ve learned how to build, texture and light a room
and create a playable TR4 file so you can check your work
“in-game”. You also learned how to copy the room you built,
modify it to create an additional room and how to connect
rooms horizontally by creating doors or “portals”. In this
next section you will have the opportunity to learn and
practice more advanced techniques in a special “practice”
room, to better prepare you for SECTION III of the Tutorial.
