--------------------------------- | BUILD "HOT SHEET" by BEARD BROS.| --------------------------------- ___ ____ _ ___ __ DONE BY /___/ /___ /_| /__/ / | /___/ /___ / | / | /__/ ___ ___ ___ _____ /___/ /__/ / / /__ /___/ / | /___/ / _________________________________________/ BEARD BROS. Welcome to the Beard Bros. Build Hot sheet! We've been busy the last few months, and haven't made any hot sheets for UMK3 or any other games. Here we are now making one for the Duke Nukem 3D level editor, BUILD. Ok, enough about us, let's get down to business. =============================================================================== Table of Contents =============================================================================== Introduction -- Boring stuff you have to know about BUILD and our "Hot Sheet" 1) Chapter 1 -- Drawing Lines and Making Rooms in BUILD 1.0 - Drawing lives and making a room 1.1 - Different 3D mode Modes 1.2 - Deleting lines 1.3 - Adding Verticies on lines 1.4 - Moving Verticies 1.5 - Deleting Verticies 1.6 - Putting Player 1 Start 2) Chapter 2 -- Your First Cheezy Room 2.0 - What is a Sector? 2.1 - Making a Sector/Room and entering 3D mode 2.2 - Raising/Lowering the Ceiling and Floor 2.3 - Slopes 2.4 - Trying your cheezy level in Duke 3) Chapter 3 -- Fixing Your Room, and Making it Look Good 3.0 - Changing Textures 3.1 - Texture Alignment and Modification 3.2 - Texture Shading 3.3 - Parallax Ceilings 3.4 - Multiple Sectors in a Sector 3.5 - Sector Splitting 4) Chapter 4 -- Sprites 4.0 - What is a Sprite? 4.1 - Adding a Sprite 4.2 - Moving a Sprite 4.3 - Deleting a Sprite 4.4 - "Flattening" a Sprite 4.5 - Changing a Sprite 4.6 - Changing the angle of a sprite 4.7 - Sector Effectors 5) Chapter 5 -- Hi-Tags and Lo-tags 5.0 - What are hi and lo-tags? 5.1 - How to give a sector/sprite a tag 5.2 - Your first hi-tag and lo-tag (Teleporters) 5.3 - Water 6) Chapter 6 -- The Little Things That Make it Happen 6.0 - How to Make Glass 6.1 - How to Make a Vent 6.2 - How to Make a Mirror 6.3 - Security Cameras 6.4 - Echo effect 6.5 - Light switches 6.6 - Where to get the SFX numbers 6.7 - EXPLOSIONS!! 7) Chapter 7 -- The Different Types Kinds of Doors 7.0 - The Regular Doom Door 7.1 - Swinging Doors 8) Chapter 8 -- Things That Just Make it Easier 8.0 - Sprite copy/move 8.1 - Sector copy/move 9) Chapter 9 -- Rooms Over Rooms 9.0 - How do you do This? 9.1 - Making multi-floored levels Final Chapter ?.0 - A quick reference list of the sector specials for doors ?.1 - Explosions quick reference =============================================================================== Introduction The Basics of BUILD =============================================================================== - First of all, if there is anything you don't understand, please refer to BUILDHLP.EXE that you have on the CD from your REGISTERED Duke Nukem CD. . :) There are many things we won't mention that are in there. But, we tried to make this as user-friendly as possible. :) - Don't stop to think twice if you want to E-Mail us! If there's something you need to know. 72734,232 - We will not repeat ourselves, if you don't know what we're talking about, we likely mentioned it earlier, and you didn't read it. :) - We will mention that you have to use the KEYPAD a lot. This is also known as the NUMBER PAD to most people. It's the NUMBER PAD on the right side (usually) of the keyboard - MAKE SURE THAT BUILD.EXE IS IN YOUR DUKE NUKEM DIRECTORY. You cannot enter 3D mode proporly if it's not. That should be it for now. Just read carefully, and don't skip any parts. This is organized so that you have to know what you're doing before going on. :) =============================================================================== Chapter 1 Drawing Lines, and Making Rooms in BUILD =============================================================================== Naturally, your first .MAP is going to be cheezy. This is good because it's the only way to learn, isn't it? Now, from your Duke Nukem directory, type 'BUILD', and you should see a grid when you get into to it right? Good. Move the mouse around 1.0 a bit and wherever you want, press SPACEBAR. Notice how when you move the mouse around, a line follows you. Press SPACE again, and it will stop, inserting a vertex, and another line will follow you. Don't cross lines! You will run into problems. =) When you press SPACEBAR on the FIRST vertex again, it will stop drawing. This is how we draw rooms in Duke. Oh ya, if you want to zoom in or out, press A or Z. You can change the grid size by pressing G, and toggle Grid Locking by pressing L. We know it's a lot to learn, but you're on your way to great levels! 1.1 When in 2D mode, press A and Z to zoom in and out. When in 3D mode, press A to move up, and Z to move down. Press CAPS LOCK in 3D mode to change modes. There are 3 modes: 1) Regular walking - Press A, and you will move up one notch at a time 2) Flying mode - Hold A, and you will float up 3) Water mode - Same as mode 2, but you will not change heights. Kinda hard to explain, so just try it out. If you accidentally draw a room wrong, and you are still in 1.2 line mode (the line is still following you), press BACKSPACE and you will delete the last line you did. You can keep pressing it until you reach the first point. If you want to connect the line to another line, (add a vertex), 1.3 insert a point there first: Press INSERT on the line wherever you want the new vertex. 1.4 If you want to move a vertex, simply click on it with the left mouse button, and drag it to the desired location, and let go of the mouse button. 1.5 When there is a vertex that you don't want, or don't need, just drag it over another vertex, and it will be deleted. 1.6 To put player 1 start where you like, put the white arrow where you like (click the RIGHT mouse button), and press SCROLL LOCK. This is VERY important, as if you try to start the game without it, you will get crushed. (It's like putting no clipping on and trying to walk through the level). =============================================================================== Chapter 2 Your first, cheezy room =============================================================================== 2.0 What is a sector? It is simply an enclosed area made up of lines. Sectors can be any shape, but most are geometrical shapes (square, rectangle, polygons etc...). Inside these sectors, you can put anything such as bad guys, weapons, items, noises, explosions, etc.. 2.1 Making a sector is very very easy. All you have to do, is draw a square. It is now a sector. Place the white arrow inside the box by pressing the RIGHT mouse button inside of the box that you have made. Press ENTER on the KEYPAD, and you will enter 3D mode. This is your first room, and this is what it looks like in the game. Ugly texture huh? Oh well, we'll fix it after. 2.2 Now, you can raise/lower the ceiling/floor height by putting the white plus sign (mouse) over it, and pressing PGUP or PGDN. If you hold the left mouse button on the floor/ceiling, and hold PGUP or PGDN, you don't have to follow the floor/ceiling. In other words, while you are holding the left mouse button down, the floor or ceiling is still highlighted, and no matter where you point the mouse, you can still modify the object you are holding the mouse button down on. 2.3 Slopes have to be one of the easiest things to do in BUILD. All you have to do is point to the floor or ceiling that you want sloped, and press "[" or "]" to slope it! Ta da!! Now, what if you want it sloped the other way? Well, it's quite simple. Point to the wall that you want to be the bottom or top of the slope, and press ALT+F. The floor will slope the way that you wanted now. Neat eh? 2.4 Go back to 2D mode (ENTER on the KEYPAD), and press ESC. A menu will pop up in the dialog box. Press "A" to Save As, and type a name in (with no .MAP extension). Then press ESC again, and press "Q" to quit. It'll ask whether you want to save the changes or not (we don't know why), but press "Y" anyways. Go into SETUP, and third from the bottom, select 'Select User Level'. Select your level, and Launch Duke! After, type BUILD and the file name that you used. It will automatically put you in 3D mode. 2.5 Deleting a sector is scary as there is NO UNDO FEATURE!! Be careful that you haven't worked for 2 hours on a sector, and accidentally delete it! There is NOTHING you can do unless you previously saved it. Point to the sector in 2D mode and press CTRL+DELETE. Extra careful! :) =============================================================================== Chapter 3 Changing Textures =============================================================================== 3.0 By now, you probably want to get rid of that reeeally ugly texture. Right? Ok, enter 3D mode, and point to the wall. Press V. You will see that same texture in the top right hand of the screen, and nothing else. That's because that's the only texture that we have used in the level so far. Press V again. Now you can see ALL of the textures, sprites, and everything used in the game! Select a cool texture, and press ENTER. Point to another wall, and press V. You'll notice that the texture that you chose is at the top of the screen now too! That's because now you've used it the level. The number on the picture show how many walls you've used that texture on. You can press 'G' for GO TO TILE, if you know the number. I will give you the tile numbers as much as I can. 3.1 Point to a texture, it can be either a wall, ceiling, floor or whatever. You can shrink and stretch the texture using the 2,4,6,8 numbers on the KEYPAD. If you want to simply move the texture up, down, or sideways on the wall, hold Right-Shift and press 2,4,6,8 on the KEYPAD. If you really mess up the texture, press the '/' (slash) key, and it will go back to normal. Also, you can flip a texture by pressing the F key. If you find the texture slides too slowly, hold 5 on the keypad while adjusting it, and it will go faster! If you like the way you have aligned the textures, point to the texture in 3D mode, and press the ">" key. It will auto- align all walls that have the same texture as the one that you are pointing at until it reaches a different texture. 3.2 You can darken or lighten a texture by pointing to the texture, and simply pressing the + and - keys on the KEYPAD. Very easy. If you want to darken a whole bunch of sectors at once, you have to highlight the sectors first. (see Chapter 8) 3.3 If you have tried to place a sky texture such as the L.A. texture, you'll notice that it didn't quite work, right? Well press "P" for Parallax, and now it won't follow you like the other textures. WOW!! =) 3.4 You can have multiple sectors in one sector. All you have to do is make a box within a box...right? Well, let's try it. Make a big square, and inside that square, make a little square. (2D mode) Something like this: -------------------------- | | | -------- | | | | | | 1 | 2 | | | | | | | -------- | -------------------------- Place the white arrow in square #1, and enter 3D mode. Notice how you can't walk inside square #2. This is because there is nothing inside square 2. If you were to put no clipping on in Duke, and enter square 2, you would get crushed. It's called VOID. Void is the 'nothingness' of a level. In order to make square #2 VALID PLAYING SPACE, you have to point to it in 2D mode, and press ALT+S. The box should turn red, and the dialog box will say, "Inner loop made into sector". Right? Good. Enter 3D mode and notice how you can walk through the whole area. You can raise the floor and ceiling of either sector. Try it. Change the textures if you like. This is the base of ALL levels in Duke Nukem. Be sure you know how to do this, and that you UNDERSTAND what you are doing before moving on! :) 3.5 Sector split is just a matter of just what it says! You split the sector in any way, and BUILD will know what you're doing, and the line will turn red. You do not have to connect the line back to the starting vertex when splitting sectors. =============================================================================== Chapter 4 Sprites =============================================================================== 4.0 Ok, a sprite is an object. It can be a bad guy, weapons, a noise, or a sector effector. We will talk about these shortly. 4.1 All you need to do to insert a sprite, is press S, either in 2D or 3D mode. But for now, go to 3D mode if you're not already there, and press S. You will see that same ugly, default texture right? Ok, point to and press V. The same as before applies, press V again to see all of the things used in Duke. At the top you will notice some letters. The most popular one is the S. It is on the top row, and at the bottom, it will say Sector Effector, this is how you select a Sector Effector, or SE for short. But for now, choose something, like a weapon, or a health kit. It doesn't matter. Press enter when you've found the one you like. You can move it either up and down the same way as textures. Be careful not to move the wall up and down instead of the sprite! Here's a hint: Hold the left mouse button on the sprite, and then hold PGUP or PGDN, then you don't have to stay on the sprite. If you want the sprite directly on the ceiling, press CTRL+PGUP. If you want the sprite directly on the floor, press CTRL+PGDN. You of course have to be pointing to the sprite. :) 4.2 Unfortunately, you can't move a sprite in 3D mode, you have to go to 2D mode to do that. But it's the same as moving a vertex, just drag the sprite to wherever you want it. 4.3 Deleting a sprite is simply pointing to it and pressing Delete. You can be in either mode for this (2D or 3D). 4.4 If you want the sprite to be against the wall, press R until it's against the wall. Somtimes they disappear, or just seem to disappear. It's there somwhere, but that's because it tried to go against the floor, not against the wall. :) 4.5 Changing a sprite is very easy. All you have to do is enter 3D mode, point to the sprite you want changed, press V twice, and pick the one you want! 4.6 Point to the sprite, and press the "<" and ">" keys. The line on the sprite will move. This determines which way the sprite is facing, or which way you will face when coming through a teleporter. 4.7 A sector effector is simply a sprite in a sector that makes something happen like a noise, or an explosion, teleport and stuff like that. =============================================================================== Chapter 5 Hi-Tags and Lo-Tags =============================================================================== 5.1 Hi-tags and Lo-tags are very hard to understand at first. To tell you the truth, we don't really understand them yet. But we will do our best. A Hi-Tag on a sprite is like it's name, or identity. If you wanted something to happen because of that sprite, their Lo-Tag would have to be the Hi-tag number. Here's an example: For security cameras, the hi-tag is how many degrees it turns. The screen that you look at the cameras with have to have the same hi-tag number as the cameras' lo- tag number. Here's another example: Camera A has a hi-tag of 90, and lo-tag of 4 (90,4) Camera B has a hi-tag of 180, and lo-tag of 3 (180,3) Screen A has a hi-tag of 4, and no lo-tag. (4,0) Screen B has a hi-tag of 3, and no lo-tag. (3,0) If you look in screen A, (hi-tag of 4), it will look through camera A (lo-tag of 4), and the camera will turn 90 degrees. If you look in screen B, (hi-tag of 3), it will look thorough camera B, (lo-tag of 3), and the camera will turn 180 degrees. Get it? If you don't, then read it a couple more times, maybe it'll help. If not, maybe you'll get it as we journey through this 'hot sheet'. That's what we did. It's easier to learn by doing it. =) 5.1 To give a sector a HT, press H To give a sector a LT, press T To give a SPRITE a HT, press ALT+H To give a SPRITE a LT, press ALT+T 5.2 The easiest application of hi-tags and lo-tags (ht and lt), is a teleporter. That's the first really cool thing we'll do. Make the following sectors, and place a Sector Effector (SE) in sectors 2 and 3: ----------------------------------------- | | | ------ | | | 3 | | | | SE | | | 1 ------ | | | | -------- | | | 2 | | | | SE | | | -------- | | | ----------------------------------------- All sectors should be VALID PLAYER SPACE. You remember how to do that? Good. Go to 3D mode, and raise the floor of sectors 2 and 3. Lower the ceilings of them too, just to make it look good. Put the teleporter texture on them (#626) and adjust the texture to make it look real (RSHIFT and 2,4,6,8...remember?) Now, the tagging part: Give the SE's a Hi-tag of 1. You give them 1 because it's the first thing you are doing in the level. If you did another one, the ht's would be 2, the next ones 3. Get it? The lo-tag of the two SE's is 7. You give them 7 because that tells Duke that that sector is for teleporting. That's just the magic number that they chose. One last thing: If you want the upper wall texture and the lower wall texture in sector B to be different, press '2' on the wall, and you can modify each one seperately! Save it, and try it out! 5.3 Water is quite easy, but sorta disappointing. Okay, make two identical sectors. It's probably easiest to go on the biggest grid setting for this. Anyway, make sure both sectors are the same size. Place a sector effector in both sectors. The SE in sector A must be in the same place as the SE in sector B, and the other way around too. Give the sector you want the top of the water to be, a low-tag of 1. This means that the sector will be the surface of the water. Give the underwater sector a lo-tag of 2. This means that the sector will be underwater. Give the SE's a ht of 1, and lt of 7. The same rules apply as the teleporter. Ok, place the water texture on the floor of the top of the water, and the ceiling of the underwater sector. You're done! =) =============================================================================== Chapter 6 The Little Things That Make it Happen =============================================================================== 6.0 Glass is VERY easy. All you have to do is this: Make a room (probably square, it's the easiest), and then make a little square inside it, like the teleporters, but you only need one square inside. Make the square in the middle valid player space (ALT+S). Go into 3D mode, and raise the floor, and lower the ceiling of the little square sector. This part is hard to explain, but easy to do. Point to the UPPER or LOWER part of the inner sector. Then press 'M' to mask the wall. The ugly brown texture again right? Change it to the glass texture (it'll say in the bottom right "GLASS". Go into 2D mode, and point to the line, and press 'B' to make the wall blockable, and then press CTRL+H to make it hittable. If you want, do this to all four sides of the inner sector, and put a goodie inside it. 6.1 Vents are our FAVOURITE thing about Duke. And they're easy to do. But all of the other FAQ's are wrong. They say to do the same thing as the glass. But instead, you insert a SPRITE (S), and change it to the vent texture. Position it where you like it, and that's it!! NOTE: This won't work proporly unless you insert the sprite in 2D MODE. 6.2 Mirrors can be quite tricky. But after a while, they're a snap. Make the following sectors: -------------------------------- -------------------------- | | | | | | | |__| | | | | | | A |B | C | | | | | | |--| | | | | | -------------------------- | | -------------------------------- Both should be VALID PLAYER SPACE. If you like, raise the floor, and lower the ceiling of sector B. Place the mirror texture (#560) on the right-hand wall of sector B. You remember how to do that? (6.0) The most important rule for a mirror is that the sector BEHIND the mirror has to be as big, or bigger than the sector itself (C bigger than A). In 3D mode, press '1' on the mirror texture to make it one-sided. Go to 2D mode, and make it hittable and blockable If you want Duke to talk to the mirror, give the wall a low-tag of 252. (ALT+T, and be sure the wall is flashing before you press it). And that's IT!!! 6.3 Well, we pretty much explained these to you in 5.0, trying to explain hi and low-tags. It's pretty easy: Insert a camera sprite (#621), and put it where you want. Put a viewscreen sprite on a wall (#429), and follow the steps outlined in 5.0. It's pretty easy, but it CAN be tricky. May need to use Relative Alignment on the viewscreen to have it against the wall ("R"). Remember to keep the left mouse button depressed while working with objects, so that the object is still more or less 'highlighted'. Even though you can't see the object, you can still modify it. 6.4 Echo effect is easy, and cool. Here's how to do it: Place a Music&SFX sprite in the sector you want, give it a low-tag of 1000 + the amount of echo (0-255). The hi-tag is how far you can hear the sound. Every 1024 represents the biggest square on the grid. Oh ya, don't bother putting it to 255, because it's ridiculously too much. Trust us. =) 6.5 Light switches are easy. Make two sectors, put a light switch texture on any wall. Put a sector effector in every sector that you want the light switch to light up. Give the light switch a high-tag. It doesn't matter what, but don't use the same high- tag for another light switch. Give the SE's the same high-tag (because the switch and the SE's go together right?), and give the SE's a lo-tag of 12. You give them 12 because that's just the special number for light switch. NOTE: Make the room really dark, because the lights are bright! 6.6 The sound effect numbers are in your DEFS.CON file. They start on line 676. Just place the number as the low tag. Check BUILDHLP.EXE for more help on sound effects. 6.7 EXPLOSIONS!! These have got to be the most fun things to do in BUILD. To start off, we'll make a cheezy one, then you can add more and more to it later. Make a sector, and make another one beside it: ______________ | |____ | A | B | | |____| |______________| If you like, split sector B into as many sectors as you want, that will make the explosion more effective. But I'm just going to use one for now. Bring the ceiling up in sector A, and the floor down. Not too far, just enough to make it look good. You can apply the exploded texture to sector B if you like (Tile #852). Anyway, put a crack sprite on the wall seperating the two sectors. (Tile #546). There are about 4 cracks to choose from. So just pick one. Give the crack any hi-tag you like. Put a SE in every sector that is going to blow up when you shoot the crack. Give them your special hi-tag, and a lo-tag of 13. 13 means that it's a blowing up sector. You can replace the crack with the fire extinguisher if you like. Now, the fun part. Go to 3D mode and insert a sprite in sector B. Change it to the seenine sprite (it's down the bottom before the girl sprites). Shrink the canister (4 on the keypad) until it won't go any smaller. You can't see this in Duke. Go back to 2D mode. Give it your special hi-tag, and any lo-tag you like. The lo-tag in this case defines the delay until it blows up. 100 is about 1 second. Put as many seenine's (C-9) as you like. Put an RPG somewhere so you can blow up the crack. That's it!! =============================================================================== Chapter 7 The Different Types of Doors =============================================================================== 7.0 The doom-type door is simple. Most of you should know how to make the setup right? Make the same setup as you did for the mirror, but the sizes don't matter. The door sector (middle one) will be the only one we need to touch. Bring the ceiling of that sector down to the floor, and give the SECTOR a lo-tag of 20. Place a Music&sfx sprite in the door sector, and give it a low-tag of 259, place nice textures, and that's IT!! 7.1 Okay, it's VERY hard to do swinging doors the first time. After the first time, it's a snap. We'll try our best: Make these sectors: ----------------- Naturally, both | | sectors are to be | |----------- valid player space. | A | | (ALT+S) | | B | | |----------- | | ----------------- Somewere in sector A, make a sector the half the size of what the door will be. Like this: ----------------- | | | |----------- | A | | We'll call it sector C. | _ | B | | |_|<-- C |----------- | | ----------------- Now, drag the vertecies over to where the door will be. Remember, that this is the left side of the door, or just the left door. ----------------- | | | _|----------- | A C --> |_| | | | B | | |----------- | | ----------------- Be sure you lay the verticies on top of the other ones. You are to place the top right corner of C, to the top left corner of B. Right? Ok. Make another sector C, and do the exact same, except to the bottom part of the door. The two vertecies from the old sector C should overlap the new sector C. Like this: ----------------- | A | | _|----------- | Old C --> |_| | | New C --> |_| B | | |----------- | | ----------------- Place a sector effector in each sector C. Put them in the place where you want the door's pivot to be. You will have to turn off Grid Locking for this. (Press "L") Do NOT put them on the line, or it won't work. Get them as close as you can. Give each SE a low-tag of 11, and each the same hi-tag. It doesn't matter what the hi-tag is remember? As long as they're the same. Raise the floor to the ceiling, and point the SE's to the way you want them to open (experiment a bit). You can change the direction of a sprite by pressing "<" and ">" in 2D mode. Add textures, and try it out! =============================================================================== Chapter 8 The Things That Just Make it Easier =============================================================================== 8.1 If there is a sprite that you want to copy, be sure you're in 2D mode, and hold Right-Shift, and move the mouse to drag over the sprite. The next part is important! Hold the left mouse button down on the sprite, but don't move it! Press Insert, and move (drag) it to where you want it. Until you let go, every time you press Insert, it will copy the sprite again, and again. Let go, and press Right-Shift again, to de-select the sprite. If you simply want to just move the sprite, don't press insert, and you will move it from its original place. NOTE: For sprite moving, you don't have to highlight it, but you do for sectors. 8.2 The exact same as Sprite copy, but use Right-Alt, instead of Shift. SAVE BEFORE YOU DO THIS!! =============================================================================== Chapter 8 Rooms Over Rooms =============================================================================== 9.0 Rooms over rooms, believe it or not, is easy!! Mind you, it can be very confusing at times, because you can't draw in 3D mode. Okay, here we go: 1) Draw any kind of room (A) 2) Make a hallway out of the room (B) This may help: _______________ | __________ | _________________| |_ | | | | | | | | ____| | | A | | B | | | |_______| |______________________| 3) Continue drawing past sector B, and right on top of sector A. What you don't want to do, is connect it in any way to sector A. Just draw right over the line, and bring it back to sector B. _______________ | __________ | _________________| |_ | | | | | | | _______|__ ____| | | A | C | B | | |__________|_______| |______________________| The only problem is, is that Duke is not allowed to see two floors at once. Place yourself in sector A, and enter 3D mode. Walk down sector B, and into sector C. You'll notice that you are in sector C, but in a way, you're in sector A too! Weird. Don't worry, it gets easier as you do it more often. 9.1 Making floors is hard. If you are going to make floors on top of each other in a level like Hotel Hell, it's easiest to make the top floor and bottom floor seperately. Then copy the sector on top of the other one when it's TOTALLY finished. If you are going to do this however, the floors have to be literally the right hight to work properly. =============================================================================== Chapter ?? Time to Wrap it Up! =============================================================================== ?.0 DOORS REFERENCE LIST 1) Doom-type doors -- Sector lo-tag -- 20 -- SE lo-tag -- N/A 2) Sliding Doors -- Sector lo-tag -- 9 -- SE lo-tag -- N/A 3) Swinging Doors -- Sector lo-tag -- 23 -- SE lo-tag -- 11 (pivot pt) ?.1 EXPLOSION QUICK REFERENCE 1) Make sectors 2) Place crack sprite 3) Give it hi-tag 4) SE's in blowing-up sectors (SE lo-tag 13) 5) Place C-9 sprites and shrink 6) Give them the crack hi-tag, and any lo-tag (delay)