1 | <!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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2 | <html>
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3 | <head>
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4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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5 | <meta name="Author" content="Justin Cassidy">
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6 | <meta name="GENERATOR" content="Mozilla/4.75 [en] (Win98; U) [Netscape]">
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7 | <title>The Free Abuse Project</title>
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8 | </head>
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9 | <body text="#FFFFFF" bgcolor="#000000" link="#C0C0C0" vlink="#666666" alink="#C0C0C0" background="../images/jmc.jpg" nosave>
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10 | <font color="#FFFFFF"><u><font size=+4>fRaBs</font></u><i>
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11 | special levels</i></font>
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12 | <br><a href="../readme.html">Main</a><i><font color="#FFFFFF"> - </font></i><a href="updates.html">Updates</a><i><font color="#FFFFFF">
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13 | - </font></i><a href="single.html">Single Player</a><i><font color="#FFFFFF">
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14 | - </font></i><a href="dm.html">Deathmatch</a><i><font color="#FFFFFF">
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15 | - </font></i><a href="editor.html">Level Editing</a><i><font color="#FFFFFF">
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16 | - </font></i><a href="faq.html">FAQ</a><i><font color="#FFFFFF"> - </font></i><a href="credits.html">Credits</a><i><font color="#FFFFFF">
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17 | - </font></i><a href="links.html">Links</a>
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18 | <p><tt> [1-4] <a href="editor.html">Level Editing Basics</a></tt>
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19 | <br><tt> ---------------------------</tt>
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20 | <br><tt> [5-7] <a href="editor2.html">Advanced Level
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21 | Editing Topics</a></tt>
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22 | <br><tt> ------------------------------------</tt>
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23 | <br><tt> [8] <a href="#Pong">Making Pong
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24 | Levels</a></tt>
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25 | <br><tt> [8.a] About the Pong Addon</tt>
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26 | <br><tt> [8.b] Creating a Pong Level</tt>
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27 | <br><tt> [8.c] Object List</tt>
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28 | <br><tt> [8.d] Tips and Tricks</tt>
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29 | <br><tt> ----------------------------</tt>
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30 | <br><tt> [9] <a href="#Dm">Creating Deathmatch
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31 | Levels</a></tt>
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32 | <br><tt> [9.a] How the Abuse Engine Handles Deathmatch</tt>
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33 | <br><tt> [9.b] A Word on the Respawner</tt>
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34 | <br><tt> [9.c] Making Fun Deathmatch Levels</tt>
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35 | <br><tt> ----------------------------------------------</tt>
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36 | <br><tt> [10] <a href="#Other">Other fRaBs Addons</a></tt>
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37 | <br>
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38 | <p><tt>[8]</tt>
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39 | <br><a NAME="Pong" href="#Tips"></a><tt><a href="#Pong">Making Pong Levels</a></tt>
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40 | <p><tt>------------------------------------------------------------------------</tt>
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41 | <br><tt>[8.a] About the Pong Addon</tt>
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42 | <br><tt>------------------------------------------------------------------------</tt>
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43 | <p><tt> The Pong addon was created
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44 | by Jonathan Clark, the original lead</tt>
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45 | <br><tt>programmer for Abuse, as an example of what bizarre things can
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46 | be done</tt>
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47 | <br><tt>with his Abuse engine. At the moment the addon is rather simple,
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48 | but</tt>
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49 | <br><tt>with the aid of a couple ace LISP programmers, the Pong addon could
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50 | load</tt>
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51 | <br><tt>multiple levels in order... at the moment it can only load one.
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52 | The good</tt>
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53 | <br><tt>thing is that it comes with many other levels that you can load
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54 | separately,</tt>
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55 | <br><tt>created by me in my spare time. Another good thing about this addon
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56 | is that</tt>
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57 | <br><tt>it is extremely easy to create levels for it. To play the game
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58 | itself,</tt>
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59 | <br><tt>run pong.bat in /addon/pong. To run the Pong level editor, run
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60 | pongedit.bat</tt>
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61 | <br><tt>in the same dir. Finally, some of my sample levels are in /pong/levels.</tt>
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62 | <br><tt>These can only be played in the editor.</tt>
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63 | <p><tt>------------------------------------------------------------------------</tt>
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64 | <br><tt>[8.b] Creating a Pong Level</tt>
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65 | <br><tt>------------------------------------------------------------------------</tt>
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66 | <p><tt> This is so easy, I guarantee
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67 | you'll be making playable levels in</tt>
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68 | <br><tt>mere minutes! Open the Pong editor and press 'f' to look at the
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69 | foreground</tt>
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70 | <br><tt>tiles. These are the tiles that you hit with your ball. There are
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71 | 3 main</tt>
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72 | <br><tt>types: A gray tile which cannot be destroyed by anything other
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73 | than a block</tt>
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74 | <br><tt>of dynamite adjacent to it; a set of colored tiles that are destroyed
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75 | upon</tt>
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76 | <br><tt>contact with the ball or a laser; and dynamite tiles which can
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77 | destroy all</tt>
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78 | <br><tt>the blocks in their blast radius. There is a small set of background
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79 | tiles</tt>
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80 | <br><tt>for the Pong addon as well.</tt>
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81 | <p><tt> Next you add a Start
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82 | position and your paddle... both are found in</tt>
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83 | <br><tt>the Objects menu. Then you can add a ball, a ball powerup, or anything</tt>
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84 | <br><tt>else that you want your level to have at the outset. Ball powerups
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85 | are gray</tt>
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86 | <br><tt>while laser powerups are red. The colored blocks and the dynamite
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87 | blocks</tt>
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88 | <br><tt>can give you either of these powerups at random. When the blocks
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89 | are hit</tt>
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90 | <br><tt>the powerup items fall slowly towards the bottom of the screen.</tt>
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91 | <p><tt> When you lose all the
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92 | balls on the screen, a new ball is respawned</tt>
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93 | <br><tt>on your paddle. At the moment the addon gives you infinite lives,
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94 | but this</tt>
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95 | <br><tt>'feature' will be changed in the future.</tt>
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96 | <p><tt>------------------------------------------------------------------------</tt>
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97 | <br><tt>[8.c] Object List</tt>
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98 | <br><tt>------------------------------------------------------------------------</tt>
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99 | <p><tt>BALL</tt>
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100 | <br><tt> Adds a Ball to the screen.
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101 | You can have as many balls on screen as</tt>
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102 | <br><tt> you like, as long as
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103 | your CPU can handle them all. Chances are, if</tt>
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104 | <br><tt> you have a Pentium or
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105 | something, you'll be able to add more balls</tt>
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106 | <br><tt> than you would ever
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107 | need. You gain a new ball on screen when</tt>
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108 | <br><tt> obtaining the gray pills.</tt>
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109 | <p><tt>EXPLOSION</tt>
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110 | <br><tt> When the Dynamite tiles
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111 | blow up, they leave an EXPLOSION. You can</tt>
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112 | <br><tt> also add these to your
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113 | levels from the outset, for graphic effect.</tt>
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114 | <p><tt>LIGHTHOLD</tt>
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115 | <br><tt> A LIGHTHOLD allows other
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116 | objects to have lights attached to them.</tt>
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117 | <br><tt> Simply link the LIGHTHOLD
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118 | to the light and to the object you wish to</tt>
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119 | <br><tt> hold the light. The
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120 | order in which these links are created does not</tt>
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121 | <br><tt> make a difference. The
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122 | light will now follow the other object wherever</tt>
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123 | <br><tt> it goes. Attach a LIGHT
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124 | to a MARKER using a LIGHTHOLD tool, and then</tt>
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125 | <br><tt> attach the marker to
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126 | an OBJ_MOVER and you have moving lights. :)</tt>
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127 | <p><tt>MARKER</tt>
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128 | <br><tt> An object which does
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129 | nothing, but can hold links for objects</tt>
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130 | <br><tt> which need to be linked
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131 | to other objects.</tt>
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132 | <p><tt>MISSILE</tt>
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133 | <br><tt> Your paddle can shoot
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134 | these when you obtain the red pills. They can</tt>
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135 | <br><tt> also be added to the
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136 | screen on the start of your level.</tt>
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137 | <p><tt>OBJ_MOVER</tt>
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138 | <br><tt> This object allows the
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139 | level designer create paths for objects to</tt>
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140 | <br><tt> move on. It accepts
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141 | two links. The first link marks the endpoint</tt>
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142 | <br><tt> for the path, and the
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143 | second is the object which is to be moved.</tt>
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144 | <br><tt> By linking OBJ_MOVERs
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145 | in a circle, the object can be kept moving</tt>
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146 | <br><tt> indefinitely. When the
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147 | OBJ_MOVER moves the object to its</tt>
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148 | <br><tt> destination, the link
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149 | is then transfered to the end object, which</tt>
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150 | <br><tt> in a chain of OBJ_MOVER
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151 | will then move the target object to the</tt>
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152 | <br><tt> next link in the chain.
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153 | A chain composed of multiple OBJ_MOVERS</tt>
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154 | <br><tt> can hold multiple target
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155 | objects, one for each pair of OBJ_MOVERS.</tt>
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156 | <br><tt> You can modify the speed
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157 | at which it will move in its AI.</tt>
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158 | <p><tt>PADDLE</tt>
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159 | <br><tt> Adding this object to
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160 | your level will make the engine crash, so don't</tt>
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161 | <br><tt> do it! When in the Pong
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162 | editor you automatically have a paddle placed</tt>
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163 | <br><tt> on screen.</tt>
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164 | <p><tt>PILL1</tt>
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165 | <br><tt> This is the gray pill
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166 | that gives you another ball on-screen.</tt>
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167 | <p><tt>PILL2</tt>
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168 | <br><tt> This pill will give
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169 | your paddle the ability to shoot little red</tt>
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170 | <br><tt> missiles straight upward.
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171 | The missiles can shoot any bricks except</tt>
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172 | <br><tt> for the indestructable
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173 | gray ones.</tt>
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174 | <p><tt>START</tt>
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175 | <br><tt> This is where your paddle
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176 | will default to at the beginning of your</tt>
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177 | <br><tt> level. From this point
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178 | your paddle can move left and right until it</tt>
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179 | <br><tt> runs into a brick or
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180 | obstacle.</tt>
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181 | <p><tt>TILE_BLOW_UP</tt>
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182 | <br><tt> When you hit a normal
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183 | tile, it plays this little disintegrating</tt>
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184 | <br><tt> animation. If, for some
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185 | reason, you want one of these animations in</tt>
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186 | <br><tt> your levels from the
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187 | get-go, then you can add one of these.</tt>
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188 | <p><tt>------------------------------------------------------------------------</tt>
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189 | <br><tt>[8.d] Tips and Tricks</tt>
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190 | <br><tt>------------------------------------------------------------------------</tt>
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191 | <p><tt> Remember to make your
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192 | levels at the upper left-hand corner of the</tt>
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193 | <br><tt>screen and wall off the left, right, and upper borders with gray
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194 | tiles.</tt>
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195 | <br><tt>Otherwise the ball will fly off the screen, which does not scroll
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196 | in this</tt>
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197 | <br><tt>addon. Additionally, do not put dynamite tiles near these 'border
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198 | tiles'</tt>
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199 | <br><tt>because the dynamite will destroy them when hit and your ball will
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200 | have a</tt>
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201 | <br><tt>little hole in which it can escape your level. :)</tt>
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202 | <p><tt> Lighting cues can be
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203 | used to good effect in this addon. There is</tt>
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204 | <br><tt>no SWITCH_DIMMER but you can use LIGHT_HOLDs and OBJECT_MOVERs
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205 | to make</tt>
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206 | <br><tt>moving light sources.</tt>
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207 | <p><tt> As you'll quickly find
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208 | out, dynamite tiles can be linked together</tt>
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209 | <br><tt>for chain explosions. These rock, but don't put too many in your
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210 | level or</tt>
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211 | <br><tt>or it will be much too easy. Look at the other levels in the Pong
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212 | directory</tt>
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213 | <br><tt>for level design ideas. Also, play classic breakout clones such
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214 | as Arkanoid</tt>
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215 | <br><tt>in your favorite <a href="http://www.zophar.net">emulators</a>...
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216 | these always provide inspiration for levels.</tt>
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217 | <p><tt>[9]</tt>
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218 | <br><a NAME="Dm" href="#Tips"></a><tt><a href="#Dm">Creating Deathmatch
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219 | Levels</a></tt>
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220 | <p><tt>------------------------------------------------------------------------</tt>
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221 | <br><tt>[9.a] How the Abuse Engine Handles Deathmatch</tt>
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222 | <br><tt>------------------------------------------------------------------------</tt><tt></tt>
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223 | <p><tt> Making a Deathmatch Level
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224 | in Abuse is not too much different from</tt>
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225 | <br><tt>creating a typical single-player level, but there are a few differences
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226 | that</tt>
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227 | <br><tt>a level editor should take into account. For basic information
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228 | on how Abuse</tt>
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229 | <br><tt>Deathmatch works, visit the <a href="dm.html">Deathmatch</a> page.</tt><tt></tt>
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230 | <p><tt> Firstly, when you start
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231 | an IPX Deathmatch game, it makes the current</tt>
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232 | <br><tt>session of Abuse quit out, and it actually starts up Abuse again.
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233 | Instead of</tt>
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234 | <br><tt>loading abuse.lsp though, like the game normally does when you
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235 | start it up,</tt>
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236 | <br><tt>it loads /addon/deathmat/deathmat.lsp. This is important for a
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237 | number of</tt>
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238 | <br><tt>reasons. It means that many of the addon LISP files referenced
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239 | in abuse.lsp</tt>
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240 | <br><tt>are not loaded, and thus in Deathmatch mode you do not have access
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241 | to many</tt>
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242 | <br><tt>objects. This is OK for the most part... you typically don't need
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243 | to have</tt>
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244 | <br><tt>any of the exotic enemies that the fRaBs addons provide in your
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245 | deathmatch</tt>
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246 | <br><tt>levels. However, there are other objects that deathmat.lsp doesn't
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247 | load. If</tt>
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248 | <br><tt>you want to be really safe, you can run Abuse in edit mode and
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249 | start up a</tt>
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250 | <br><tt>mock deathmatch with just yourself by going back to the title screen
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251 | and</tt>
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252 | <br><tt>starting a 1-player deathmatch. Then, when you press TAB and go
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253 | back into</tt>
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254 | <br><tt>edit mode, you'll be left with all of the objects and foreground
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255 | that is</tt>
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256 | <br><tt>normally accessible in a fRaBs deathmatch game.</tt>
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257 | <br><tt> </tt>
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258 | <br><tt> This isn't really necessary
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259 | though. Just remember that if you're</tt>
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260 | <br><tt>using things other than doors, weapon ammo, health, and gun turrets,
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261 | then</tt>
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262 | <br><tt>these objects might not appear when you play the level in deathmatch.
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263 | Try</tt>
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264 | <br><tt>comparing abuse.lsp to deathmat.lsp if you want to compare which
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265 | files are</tt>
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266 | <br><tt>loaded. One important thing to remember is that the Death Ray IS
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267 | NOT LOADED</tt>
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268 | <br><tt>when you play fRaBs deathmatches, for gameplay balance reasons.</tt><tt></tt>
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269 | <p><tt>------------------------------------------------------------------------</tt>
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270 | <br><tt>[9.b] A Word on the Respawner</tt>
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271 | <br><tt>------------------------------------------------------------------------</tt><tt></tt>
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272 | <p><tt> In basically any Deathmatch
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273 | game you ever play, there is a constant</tt>
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274 | <br><tt>supply of incoming weapons and health that, upon being picked up,
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275 | respawns</tt>
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276 | <br><tt>after an set period of time. The way you accomplish this effect
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277 | in the Abuse</tt>
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278 | <br><tt>engine is with the RESPAWNER. This object has a few quirks that
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279 | you should</tt>
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280 | <br><tt>take note of, that weren't noted in the original Abuse object list.</tt><tt></tt>
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281 | <p><tt> Some powerup items, such
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282 | as the POWER_ITEMS and the HEALTH items, can</tt>
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283 | <br><tt>just stay suspended in the air, while the ammo objects fall to
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284 | the ground.</tt>
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285 | <br><tt>Depending on which object you link the RESPAWNER to, you need to
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286 | make sure to</tt>
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287 | <br><tt>position the RESPAWNER differently. For the items that stay suspended
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288 | in the</tt>
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289 | <br><tt>air, you can put the respawner wherever you want. However, with
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290 | falling objects</tt>
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291 | <br><tt>such as ammo, you need to position the RESPAWNER on the ground
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292 | just right, or</tt>
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293 | <br><tt>else the ammo that respawns will be 'faded' - you can still pick
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294 | it up, but the</tt>
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295 | <br><tt>ammo object itself is difficult to see.</tt><tt></tt>
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296 | <p><tt> The RESPAWNER has a little
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297 | yellow line beneath it. The yellow line</tt>
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298 | <br><tt>underlines the word 'Respawn' and then it has a little tail that
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299 | goes down</tt>
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300 | <br><tt>approximately three pixels. The bottom of this tail should be lined
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301 | up just</tt>
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302 | <br><tt>above the floor's 'Bounding Box' (press Shift+L and click 'Bound'
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303 | to see the</tt>
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304 | <br><tt>floor's Bounding Box). If it isn't, then your ammo objects will
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305 | fade when they</tt>
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306 | <br><tt>respawn.</tt><tt></tt>
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307 | <p><tt> With any object that
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308 | you link the RESPAWNER to, the original object</tt>
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309 | <br><tt>should be out of sight and access from the player. If you pick
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310 | up an object</tt>
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311 | <br><tt>which a RESPAWNER is linked to, the RESPAWNER cannot respawn that
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312 | object again.</tt>
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313 | <br><tt>If you look at the Deathmatch levels that come with fRaBs, you'll
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314 | notice that</tt>
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315 | <br><tt>all the objects which the RESPAWNERs link to are somewhere off
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316 | the screen,</tt>
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317 | <br><tt>hidden behind a foreground tile (press 'r' on a tile to raise it
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318 | and hide an</tt>
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319 | <br><tt>object behind it). This is the convention you want to follow when
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320 | making your</tt>
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321 | <br><tt>own deathmatch levels.</tt><tt></tt>
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322 | <p><tt> A note about using the
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323 | respawner to respawn gun turrets and ROB1s...</tt>
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324 | <br><tt>it is not possible at the moment in Abuse to respawn a turret that
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325 | has</tt>
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326 | <br><tt>properties other than the default... i.e. if you make a Lightsaber
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327 | turret and</tt>
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328 | <br><tt>place it off screen, and have a RESPAWNER respawn that turret,
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329 | the turret that</tt>
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330 | <br><tt>respawns at the location of the RESPAWNER will not have the same
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331 | attributes.</tt>
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332 | <br><tt>If you notice the respawning ROB1s in /netlevel/bugs.spe you'll
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333 | find that they</tt>
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334 | <br><tt>all move towards the right. You cannot make a ROB1 that respawns
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335 | and moves to</tt>
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336 | <br><tt>the left. Yeah, it sucks, but that's the way it is until someone
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337 | programs a</tt>
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338 | <br><tt>better RESPAWNER.</tt><tt></tt>
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339 | <p><tt> Finally, remember that
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340 | you have to link the RESPAWNER to the ammo or</tt>
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341 | <br><tt>health objects, and NOT THE OTHER WAY around. :)</tt><tt></tt>
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342 | <p><tt>------------------------------------------------------------------------</tt>
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343 | <br><tt>[9.c] Making Fun Deathmatch Levels</tt>
|
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344 | <br><tt>------------------------------------------------------------------------</tt><tt></tt>
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345 | <p><tt> There is really no guideline
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346 | to making a fun deathmatch level, but</tt>
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347 | <br><tt>there are ways to make a really lame one. First of all, dead ends
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348 | just suck.</tt>
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349 | <br><tt>You want every little section of your deathmatch level to be fairly
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350 | easy to</tt>
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351 | <br><tt>access from any point on the map. This may involve using well-placed
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352 | objects</tt>
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353 | <br><tt>such as TELE2s or TP_DOORs, and multiple START points.</tt><tt></tt>
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354 | <p><tt> Secondly, you want fairly
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355 | good ammo such as rockets or grenades</tt>
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356 | <br><tt>available near any starting location. You don't want to make it
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357 | so someone</tt>
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358 | <br><tt>can just sit near a start point and rack up on lightsaber or firebomb
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359 | ammo</tt>
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360 | <br><tt>and just shoot whoever respawns at the start point, however. It's
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361 | not a good</tt>
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362 | <br><tt>idea to have too much powerful ammo anywhere in a level, because
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363 | usually it</tt>
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364 | <br><tt>disrupts the balance of play.</tt><tt></tt>
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365 | <p><tt> Teleportation items are
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366 | good when used in moderation, but if you make</tt>
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367 | <br><tt>a level where someone can just keep going through teleporters to
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368 | evade attack,</tt>
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369 | <br><tt>the game becomes cheap. TELE2s take a second before transporting
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370 | you to your</tt>
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371 | <br><tt>destination, but when you go through a TP_DOOR you arrive at your
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372 | destination</tt>
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373 | <br><tt>instantaneously. Looping teleporters can create gameplay problems
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374 | in smaller</tt>
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375 | <br><tt>levels.</tt>
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376 | <br><tt> </tt>
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377 | <br><tt> Well placed sound and
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378 | lighting cues can give your levels character.</tt>
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379 | <br><tt>It may also be good to use INDICATORs to inform the player of the
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380 | state of</tt>
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381 | <br><tt>a certain recurring event in the level.</tt><tt></tt>
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382 | <p><tt> There are some engine
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383 | limitations to take note of when making your</tt>
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384 | <br><tt>deathmatch level. When two players are being affected by one object,
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385 | such as</tt>
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386 | <br><tt>a PUSHER, then strange things can happen. One player may be affected
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387 | by</tt>
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388 | <br><tt>the PUSHER while the other can walk freely against it. Make sure
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389 | you do lots</tt>
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390 | <br><tt>of playtesting to iron out problems like these.</tt><tt></tt>
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391 | <p><tt> Finally, to make a really
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392 | fun deathmatch level, you should have at</tt>
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393 | <br><tt>least one 'gimmick'. :) Take 'A Little Hot' (alitlhot.spe) for
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394 | example. The</tt>
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395 | <br><tt>best ammo is in a precarious spot where the player can be gunned
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396 | down very</tt>
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397 | <br><tt>easily if they don't watch it. Be creative, and add a unique touch
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398 | that maybe</tt>
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399 | <br><tt>hasn't been tried with any deathmatch levels you've seen, and make
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400 | sure you</tt>
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401 | <br><tt>test your gimmicks until you know they work the way you want them
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402 | to.</tt>
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403 | <p><tt>[10]</tt>
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404 | <br><a NAME="Other" href="#Tips"></a><tt><a href="#Other">Other fRaBs Addons</a></tt>
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405 | <p><tt>------------------------------------------------------------------------</tt>
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406 | <br><tt>[10.a] Other fRaBs Addons</tt>
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407 | <br><tt>------------------------------------------------------------------------</tt>
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408 | <br><tt>** Work in Progress **</tt>
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409 | <br>
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410 | <p><font color="#FFFFFF"><a href="editor.html"><-- Back to Level Editing
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411 | Basics</a></font>
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412 | <p><font color="#FFFFFF">Justin Cassidy</font>
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413 | <br><a href="mailto: messiah15@*spam-me-and-die*dog.com">messiah15@dog.com</a>
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414 | <p><img SRC="../images/ssig.GIF" NOSAVE height=17 width=20>
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415 | </body>
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416 | </html>
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