        ͻ
                              Eradicator (tm)                           
                                                                        
                              R.O.P.E and ED                            
                                                                        
                          (c)1996 - Accolade, Inc.                      
                       Eradicator Release Version 1.0                   
               This is not shareware! Please do not distribute!         
                                                                        
                        Check out Accolade demos also                   
                        included on the Eradicator CD.                  
                                                                        
            For more information, visit our web site at:                
            http://www.accolade.com                                     
                                                                        
            Or contact us at:                                           
                                                                        
            Accolade Customer Support                                   
            5300 Stevens Creek Boulevard, Suite 500                     
            San Jose, California 95129                                  
            Telephone: (408) 296-8400 (Mon-Fri, 8am to 5pm Pacific)     
            Fax:       (408) 246-0231                                   
                                                                        
            Thank you for playing Eradicator!                           
        ͼ


------------------------------------------------------------------------

                           E R A D I C A T O R (tm)

                             Level Editor Manual

                               ED and R.O.P.E.


------------------------------------------------------------------------
 ED = EDitor. Quite simply, this is the 2D, overhead, map creation tool
      based on vertices, lines, and sectors. This is where every map is
      physically built before being polished up in ROPE.

 R.O.P.E = Realtime Orthagonal Playfield Editor. This the 'edit' mode
           in the actual game engine. (i.e., you can walk through an
           existing level in the game 'realtime' and make changes to
           textures, lighting, slopes, heights, etc.). It's easy to be
           overwhelmed by the flexibility of this system and end up
           hanging yourself with details; hence, the name.


 This document will help you to correctly use Eradicator's
 level editor/creation tools for both 2D and 3D editing.
 These are the actual tools that the Eradicator map builders
 used to create all the maps for Eradicator.

 If you intend to edit existing levels, please make
 sure to create backups first, as it is possible to corrupt
 these levels with improper use of ED and/or ROPE.

         **************************************************
         PLEASE NOTE!!!!:

         ACCOLADE DOES NOT AND WILL NOT SUPPORT THE EDITOR
         IN ANY FASHION. PLEASE do not call our customer
         support line with questions about or concerning
         the editor as they can not answer them.

         ED.EXE WILL ONLY FUNCTION UNDER DOS!
         If you are using WIN95 please do the following:
         -click on the start button on your desktop
         -select "Shut Down"
         -select "Restart the computer in MS-DOS mode"

         If you are using WIN3.1 or WIN NT please do the
         following:
         -Close the program manager
         -At the message "This will end your Windows session"
         -click on OK.
         **************************************************




 TABLE OF CONTENTS:
 ------------------

  I:  Installing ED
        A) Putting the Editor on your Hard Drive
        B) Launching the ED program (2D-mode)
        C) Launching 3D-mode editor (ROPE)

 II:  Introduction to basic level design
        A) 2D editing (ED.exe) and 3D editing (ROPE)
        B) The basic elements of every level
                1) Vertices
                2) Lines
                3) Sectors
                4) Items

III:  Using ED.EXE (2D editing mode)
        A) Setting Up Preferences
        B) Interface Menus
                1) Vertex Mode
                2) Line Mode
                3) Sector Mode
                4) Object (Items/Actors) Mode
        C) Other Key Functions

 IV:  Using ERAD -EDIT (3D editing - ROPE)
        A) Mode Functions
                1) Texture Mode
                2) Light Level Mode
                3) Sector Mode
        B) Other Key Functions

  V:  Making a basic level

 VI:  Responses
        A) Camera Responses
        B) Polygon Responses
        C) Door Responses
        D) Lift Responses
        E) Floor/Ceiling Responses
        F) Light Level Responses
        G) Damaging Responses
        H) Wave Responses
        I) Slope Responses
        J) Miscellaneous Responses

 VII:  The EXAMPLE.RIM and EXAMPLE.DLL file

VIII:  Troubleshooting


[NOTE:  In this manual we assume that you have installed ERADICATOR
        to the default "C:\ERAD" directory. We also assume that your
        CD-ROM drive is "D:". Please make the necessary substitutions
        for any of these references.]


 I:     Installing ED
 ----------------------

 A) Putting the Editor on your Hard Drive

    First, you must copy all of the contents of the "D:\EDITOR"
    directory on your ERADICATOR CD to the directory you
    installed ERADICATOR in (i.e., if you installed ERADICATOR
    in the default directory "C:\ERAD" you should copy all files
    in the "D:\EDITOR" directory to "C:\ERAD").


 B) Launching the ED program (2D-mode).

    1) Go to the directory that you installed ERADICATOR to
       (e.g., "C:\ERAD").
    2) Type "ED" and then press the <ENTER> key.
    3) To load an already existing map into ED type "ED (mapname).RIM"
       where (mapname) is the name of the map you wish to edit. For
       example, to edit the first defense base level you would type,
       "ED D1.RIM" <ENTER>.


 C) Launching ROPE (3D editing)

    1) Go to the directory that you installed ERADICATOR to
       (e.g., "C:\ERAD").
    2) Type "ERAD -EDIT (mapname)" where (mapname) is the name of an
       existing map (e.g., D1 - no extension this time) and press <ENTER>.
    3) Once at the main menu, pick "New Game", a character, and you will
       then be taken into the level you designated on the command line.


 II:    Introduction to basic level design
 -----------------------------------------

 This section explains the different components of ED so that you may
 better recognize and utilize them while you making maps.

 A) 2D editing vs. 3D editing

    The ED tool is used to lay down the basic framework (floor plan) of
    the level. It is here where most of the major designing takes place.
    Sectors (rooms), walls, actors, items, polygons, textures, etc., all
    get placed here.

    The 3D editing mode is where all of the "fine tuning" takes place. In
    ROPE, you can edit your textures, floor/ceiling heights, slopes, etc.,
    and see how the changes look in real-time.


 B) The basic elements of every level

    All levels have vertices, lines, sectors, and items/actors.
    The following section only describes them. To use them, see
    section "V:  Making a basic level".

    1) Vertices (edited only in 2D-mode)
           Vertices are the "joints" where lines connect. The
           user cannot place lines without first placing
           vertices. In ED, Vertex mode can be accessed by pushing the
           letter "v" on your keyboard or by using the pull-down
           mode menu.

    2) Lines (edited only in 2D-mode)
           Lines are the walls in Eradicator. A line is defined by any
           two vertices (it connects the vertices together). Each line
           can have two (2) sides. "Side 1" is the side with the
           perpendicular hash mark extending from it when the line is
           selected/highlighted. "Side 2" is the opposite side.

           Any three (or more) lines can make a sector (sectors cannot be
           generated without lines). In ED, Line mode can be accessed by
           pushing the letter "l" on your keyboard or by using the pull-
           down menu.

    3) Sectors (edited in 2D-mode and 3D-mode)
           Sectors are the rooms and doors you see in Eradicator.
           These are the spots where all the action takes place.
           Sector mode is accessed by pushing the letter "s" on
           your keyboard or by using the pull-down menu in ED.
           In 3D-mode (ROPE) push "ALT-s" on your keyboard to access
           sectors.

    4) Objects (items/actors/polygons) (edited only in 2D mode)
           Objects include everything you see that is not part of a
           wall, ceiling, or floor. The monsters, rubble, power-ups,
           players, etc., are all objects. You can access the objects
           by pushing the letter "o" or by using the pull-down
           menu.

           NOTE: Polygons in Eradicator are basically six sided blocks of
           varying size and shap. Anytime you see a "bridge" that passes
           over the floor, but under the ceiling, you are looking at a
           polygon.  There are stationary polygons (i.e. bridges) and
           there are moving polygons (i.e. platforms that move in the
           game).


 III: Using ED.EXE (2D editing mode)
 -----------------------------------

 The following is a list of every function possible in ED.EXE.
 For help building a level using these tools, please see section
 "V: Making a basic level".

 NOTE: All commands in ED.EXE are case sensitive. Please make
 sure that you are using lower case commands and be sure and have
 CAPS_LOCK off while editing.

 A) Setting Up Preferences
    Before starting a level, you should set up your preferences.
    These can be reached by pushing the <F5> key.

    Preferences A thru F affect ONLY newly created sectors/polygons/lines.
    When these preferences are assigned, any newly created object of
    relative type will have these preferences applied to it automatically.

    Preferences G thru Q are global and affect the entire level.

    a) Change Wall Textures
           -If assigned, these textures will be automatically applied
           to all wall segments of any new sector that is created.
    b) Change Floor/Ceiling Textures
           -This will automatically place default Floor/Ceiling
           textures that will be applied whenever a new Sector
           is created.
    c) Change Polygon Textures
           -This will automatically place default textures on any newly
           created polygonal objects. Note:  from the top to bottom of
           this menu the texture slots are
                1) TOP of poly
                2) BOTTOM of poly
                3) Face1 (northmost face)
                4) Face2 (eastmost face)
                5) Face3 (southmost face)
                6) Face4 (westmost face)
    d) Change Gravity
           -The default (Earth gravity) is 0. 1 is no gravity, and 2 is
           half gravity.
    e) Change Friction
           -By increasing this default you will increase the amount of
           friction applied to any object entering the sector with this
           friction coefficient. The higher the number the greater the
           drag on the object.
    f) Change Light Level
           -Each newly created sector will be set to this light level
           value. Level 255 means no depth shading, always bright. 0 means
           total darkness. A good mean is 200 for indoor, well lighted
           areas and 145 for darker, moodier sections.
    g) Select New Palette
           -There are particular palettes in Eradicator. If, for instance,
           you place a Defense Base texture in a Factory palette, the
           textures will not look as originally intended. You CAN do it,
           but it will look odd. Here are the palettes you can choose
           from:
            Defbase = Defense Base Levels
            Factory = Factory Levels
            Lab = Biolab Levels
            Core = Not used
            MenuPal = Main Menu Palette

           It should be readily apparent which textures work in which
           palette. Once you change palettes, try scrolling through all
           of the textures and you'll see some strange changes.
    h) Change Sky Texture
           -This will change which sky will appear when you
           place the "_sky_" texture in your map.
    i) Change DLL Name
           -Used for programming. Any maps you create should use EXAMPLE
            as the DLL name here. Simply select this option and type
            EXAMPLE (no extension) to have access to the special
            response (detailed in EXAMPLE.RIM and EXAMPLE.DLL below).
    j) Change Map Name
           -This will change the name of your map as it appears
           in the game's automap.
    k-n) Change mission objective 1-4
           -This will allow you to enter your mission objectives
           for your map, one line at a time.
    o) Change Next Map
           -This will allow you to select which map will be called for
           after the current map is completed. For example, if you created
           two maps called MYMAP1 and MYMAP2 and wanted to link them one
           after the other, you would put MYMAP2 as the "NEXT MAP" option
           in MYMAP1 and vice versa. Linking to the next map is done by
           calling the EXIT MAP response (explained in the EXAMPLE
           section below).
    p) Change Bonus Map
           -If the "Keycard Requirement" is met for the level, the
           exit_game call will send the player to the map designated
           here. In this way, you can add your own secret level maps!
    q) Change Keycard Requirement
           -This tells the game how many keycards the player must
           have in his/her inventory before allowing him/her to
           enter the bonus level designated in "p)" above. Remember,
           this does not necessarily reflect how many keycards are in
           THIS map, but simply how many keycards the user must have to
           enter the designated BONUS map.

 B) Interface menus
    ED.EXE contains interface menus. To use these menus, highlight
    the object/line/sector/vertex you wish to use by simply moving the
    mouse cursor over it (you'll see it change color and hear a dull
    beep sound) and press <ENTER>.

    To edit multiple items of the same TYPE (4 objects, several
    wall segments, etc.) move the mouse over each item and click that item
    with the left mouse button. It will change color from the RED
    highlighted color to the GREEN 'selected' color. To clear all
    selections simply press the letter of the mode you are in (e.g., if
    you are in sector mode and have selected several sectors, hitting "s"
    will cause all sectors to be deselected).

    You can also group select items. While holding the <LEFT_SHIFT> key
    down, move the cursor to the upper left hand corner of the area in
    which you wish to select a group of items; now press and hold the
    left mouse button and drag a bounding box over all items (walls,
    vertices, objects, etc.).

    When done selecting items, press <ENTER> to bring up the available
    menu of options for editing those items. Here are those options listed
    under which MODE you must be in to activate them:


    1) Vertex Mode

       a) Change X
              -Enter a value to change the vertex position. Use if you
              need to move a vertex to an exact location.
       b) Change Y
              -Enter a value to change the vertex position. Use if you
              need to move a vertex to an exact location.
       c) Delete Vertex and join Lines
              -Deletes the selected vertex and joins the lines it was
              connecting into one line.
       d) Add Line and split Sector
              -Creates a new line between two selected vertices adjoining
              the same sector and splits the sector into separate sectors.
       e) Rotate Vertices
              -Rotates the selected vertices by the angle you enter. Is
              useful for manipulating certain shapes but if the vertices
              are part of a sloped sector, that sector's slope angle/
              magnitude will be off and will need to be reset.
       f) Scale Vertices -Scales Vertices by the value you enter.
       g) Check for Duplicates - Checks all selected vertices to make sure
              that there are no duplicates occupying the same space. If
              there are, a message box will appear telling you so. You
              should check all selected vertices one-by-one to ensure you
              have removed the duplicate(s).

    2) Line Mode

       a) Edit Lines
              -Opens the following sub-menus
              A) Add First Side
              -Adds a side to the line you select.
              B) Add Second Side
              -Adds a second side to the line you select.
              C) Remove First Side
              -Removes side 1 from the line you select.
              D) Remove Second Side
              -Removes side 2 from the line you select.
              E) Change Line Flags
              -Edits the properties of a line.
                      a) Toggle Blocking Player (BkP)
                          -This will prevent the player from crossing
                          over the line into the next sector
                      b) Toggle Blocking All (Blk)
                          -This will prevent everything from crossing
                          over the line into the next sector (bullets,
                          player, monsters, etc.)
                      c) Toggle Low Pegging
                          -This forces a texture to be 'glued' to the
                          bottom of the wall segment it is on. Useful for
                          achieving a specific textured effect (to prevent
                          door jambs from scrolling, for example).
                      d) Toggle Automap Invisibility
                          -This will make this line not show up on the
                          automap.
                      e) Toggle Destroyability
                          -When toggled, the line will be destroyed
                          (disappear) when shot with a weapon. Note -
                          the line must ALSO be tagged BLOCK ALL for this
                          to have an effect.
                      f) Toggle Translucent Normal
                          -When toggled, the line will be "see through"
                          like a pane of glass.

       b) Edit First Side
              -Opens the following sub-menu
              A) Change Sector Reference
                  -Changes which Sector the first side is a side of.
              B) Change Wall Textures
                  -Will take you to the wall texture menu. The top box
                  is where you place the upper texture. The middle box
                  is for normal textures. The lower box is for lower
                  textures.
              C) Align Texture X
                  -Will align the texture(s) on the wall to the X axis
              D) Align Texture Y
                  -Will align the texture(s) on the wall to the Y axis

       c) Edit Second Side
              -Opens the following sub-menu
              A) Change Sector Reference
                  -Changes which Sector the first side is a side of.
              B) Change Wall Textures
                  -Will Take you to the wall texture menu. The top box
                  is where you place the upper texture. The middle box
                  is for normal textures. The lower box is for lower
                  textures.
              C) Align Texture X
                  -Will align the texture(s) on the wall to the X axis
              D) Align Texture Y
                  -Will align the texture(s) on the wall to the Y axis

       d) Split Line and add a new Vertex
              -Splits the selected line in half and adds a vertex
              in the middle.
       e) Split Lines and Sector
              -Splits the selected lines adjoining the same sector
               in half and splits the sector in half
       f) Delete Line and join Sectors
              -Deletes the selected line and joins the sectors on
              either side and makes them one. The resulting sector will
              take on the attributes of the sector on SIDE ONE of the
              selected line.
       g) Flip Line
              -Flips the selected line to the opposite direction.
       h) Swap Sides
              -Swaps the side information on the line (textures, etc.)
              but not the direction of the line.
       i) Ramp Sector Floor
              -Used to create a ramp between two sectors. Select one end
              of the adjoining sector, then the opposite end, and then
              this option. A ramp will be created with a perfect seam at
              the first line's point, and an as close as possibly perfect
              seam at the second line's point.
       j) Ramp Sector Ceiling
              -Used to create a ramp between two sectors. Select one end
              of the adjoining sector, then the opposite end, and then
              this option. A ramp will be created with a perfect seam at
              the first line's point, and an as close as possibly perfect
              seam at the second line's point.
       k) Rotate Lines
              -Rotates selected line by the angle you enter.
       l) Scale Lines
              -Scales selected lines by the value you enter.
       m) Replace Unknown Texture
              -Replaces unknown textures on all selected lines
              with the assigned defaults under Wall Texture Preferences
              <F5>.
       n) Replace Single Texture
              - Replaces specified texture on all selected lines
              with a new one that the user specifies. When used, you will
              be asked to enter the 'SOURCE' texture's name then the
              'TARGET' texture name. Source is the texture you want to
              change; Target is the texture you wish to change to.


    3) Sector Mode

       a) Change Floor/Ceiling Textures
              -Opens the floor/ceiling texture display box. The
              top box represents the ceiling, the bottom box
              represents the floor.
       b) Change Floor Height
              -Changes the height of the floor in the selected sector
       c) Change Ceiling Height
              -Changes the height of the ceiling in the selected
              sector
       d) Change Floor Slope
              -Brings up a sub-menu where you can adjust the sector's
              slope direction and magnitude by entering values; or use
              the first option "Set direction/magnitude" and then proceed
              to left click to place the hinge of the slope and then hold
              the left mouse button and drag to increase/decrease the
              slope magnitude.
       e) Change Ceiling Slope
              -Brings up a sub-menu where you can adjust the sector's
              slope direction and magnitude by entering values; or use
              the first option "Set direction/magnitude" and then proceed
              to left click to place the hinge of the slope and then hold
              the left mouse button and drag to increase/decrease the
              slope magnitude.
       f) Change Light Level
              -Changes the light level of the currently selected
              sector
       g) Change Gravity
              -Changes gravity of the currently selected sector
              (0 = normal; 1 = zero g; 2 = half normal)
       h) Change Friction
              -Changes friction of the currently selected sector
              to a level specified by the user (0 = normal)
       i) Ramp to fit Floor
              -Select one sector to slope and then two parallel
              sectors on either side of the original. The first
              sector's floor will be ramped to match the heights
              of the sectors on either side
       j) Ramp to fit Ceiling
              -Select one sector to slope and then two parallel
              sectors on either side of the original. The first
              sector's Ceiling will be ramped to match the heights
              of the sectors on either side
       k) Change Sector Tag
              -Changes the sector's tag to one that the user
              specifies. This is useful and necessary when applying
              certain types of responses (as detailed below).
       l) Change Response Function
              -Changes the sector's response function to one that
              the user specifies (as detailed below in "Response".)
       m) Change Sector flags
              -Opens the following sub-menu
              a) Toggle Automap Invisibility
                  -Sets weather or not the sector will appear in the
                   automap during gameplay
              b) Toggle Secret
                  -When active, the sector will count as a secret if
                  the player steps on it
              c) Toggle Water
                   -When active, the player will sink up to his knees
                   into the floor of the sector (into the water). A water
                   sector is 24 units deep. (If floor height = 0; the
                   water appears at 24.)

       n) Change Floor Vector
              -Changes the vector (movement) that will effect
              anything touching the floor of the sector. The sub-menu
              here allows for changing the angle (direction from top down
              starting at 0=east to 90=north to 180=west to 270=south);
              the magnitude (0 = none; 500 = hurricane force wind); the
              tilt (a 90 to -90 value representing an initial push off
              of the plane. For example, a 90 would mean straight up off
              of the ground whereas a -90 would be straight downward).
       o) Change Air Vector
              -Changes the vector (movement) that will effect
              anything touching the floor of the sector. The sub-menu
              here allows for changing the angle (direction from top
              down starting at 0=east to 90=north to 180=west to
              270=south); the magnitude(0 = none; 500 = hurricane force
              wind); the tilt (a 90 to -90 value representing an initial
              push off of the plane. For example, a 90 would mean straight
              up off of the ground whereas a -90 would be straight
              downward).
       p) Additive Floor Slope
              -Adds an additional slope to the floor of the
              selected sectors. This will be in addition
              to the regular floor slope (Useful in creating a sloped
              tunnel - see B4, past the biogen vats, leading up to the
              dissection lab for an example.)
       q) Additive Ceiling Slope
              -Adds an additional slope to the ceiling of the
              selected sectors. This will be in addition
              to the regular ceiling slope (Useful in creating a sloped
              tunnel - see B4, past the biogen vats, leading up to the
              dissection lab for an example.)

       r) Rotate Sectors
              -Rotates the selected sectors by the angle you
              indicate
       s) Scale Sectors
              -Scales the selected sectors by the value you
              indicate
       t) Scale Height
              -Scales the height on the selected sectors by
              the value you indicate
       u) Replace Unknown Textures
              -Replaces unknown textures on all floors and ceilings of
              all selected sectors with one the user specifies.
       v) Replace Single Texture
              -Replaces specified texture on all selected
              sectors with a new one that the user specifies.


    4) Object Mode

       a) Change Height
              -Will change the height of the currently selected
              object. Some objects with MASS will fall to the ground upon
              loading up the map no matter what height they start at.
       b) Change Type
              -Opens the following sub-menu:
              A) Specials
                  -Player_starts, triggers for responses, network starts,
                  and co-op starts. For net games, you need at least 8
                  netplay and/or 8 co-op starting points. There should
                  only be one player_start in any given map).
              B) Actors
                  -Monsters and bosses
              C) Items
                  -Decorations and power-ups and ammo
              D) Polygons
                  -Different sizes of polygons (and adaptive polygons),
                   as well as switches for walls
       c) Change Angle
              -Changes the angle (facing) of the currently selected object
       d) Change Response Functions
              -Allows you to assign a response to the selected object
       e) Change Object Tag
              -Allows you to assign a tag to the selected object
       f) Change Textures
              -Allows you to change the textures of selected
              polygons (works ONLY on polygons)
       g) Change Difficulty Level
              -Allows you to pick which difficulties the objects
              appear on
              -Opens the following sub-menu:
              A) Toggle Level 1
              B) Toggle Level 2
              C) Toggle Level 3
              D) Toggle Level 4
              E) Toggle Co-Op
              F) Toggle DeathMatch

              You can also use 'hot keys' to turn these flags on/off. For
              example, select a new item that has all flags on (small x's
              under 1,2,3,4,D, and C in the lower left hand corner of the
              screen in object mode). Now hitting 1 will turn OFF the 1
              flag so that item will never appear in a game at skill
              level 1.

              Turning off D (#5) will make that object never appear in a
              deathmatch game.
       h) Replace Unknown Textures
              -Replaces all unknown textures on all selected
              polygons with the defaults in the <F5> preferences.
       i) Replace Single Texture
              -Replaces one texture on all selected polygons

 C) Other Key Functions

        1) F1: Will bring up the help screen
        2) F2: Will bring up the save map screen
        3) F3: Will bring up the load map screen (you must add .RIM
               extension)
        4) F5: Will bring up the preferences screen
        5) F8: Multi-Edit. Not used in ED.
        6) F9: Will bring up the load .WAD file screen
        7) q: quits the editor
        8) h: activates grid/increases grid size
        9) g: activates grid/decreases grid size
       10) +: zooms in on the map
       11) -: zooms out on the map
       12) v: Vertex Mode
       13) o: Object Mode
       14) s: Sector Mode
       15) l: Line Mode
       16) INSert: Insert currently selected item (i.e., a
           vertex if you are in vertex mode)
       17) DELete: Delete currently selected item
       18) SPACE:toggles object difficulty levels in object mode,
                 toggles additional line information in line mode,
                 toggles additional vertex information in vertex mode,
                 toggles additional sector information in sector mode
       19) ENTER: Brings up menu for currently selected mode
       20) ALT-b will force a "BSP" - it will make the map playable in the
           game.

 IV: Using ROPE
 ---------------------------------
 To enter the 3D editing mode, type "ERAD -EDIT <mapname>" and
 press <ENTER>. Then choose NEW GAME, a skill level, a character,
 and you're in.

 When you first enter the 3D edit mode, you will notice a
 string of text across the top of the screen. The text will
 change depending on what mode you are in and what you
 are currently aiming at. Here is a brief description
 of what is being displayed:

 1S or 2S: Line you are viewing is one sided or two sided respectively
 NRM, UP or LW: You are currently aiming at the normal,
                upper, or lower section of a line respectively
 LL: Current light level of aiming location
 HT: Height of the currently aimed at ceiling or floor

 A) Mode Functions
        -There are different modes in the 3D edit mode. The
        following is a description of these modes and their
        uses.

 1) Texture Mode
        -To enter texture mode, press "ALT-t" on your keyboard.
        Here are the functions available in texture mode:

        a) F9: Grab name of texture into buffer.
                -This will take the name of the texture
                you are currently aiming at and save it
                into memory
        b) F10: Change current texture
                -This will let you change the texture you
                are currently aiming at. Type in the name
                of the texture you want there instead
        c) INSert (on keypad): Lower stretch value horizontally
                -Will "shrink" the texture you are aiming at
                horizontally
        d) DELete (on keypad): Raise stretch value horizontally
                -Will "stretch" the texture you are aiming at
                horizontally
        e) O: Lower stretch value vertically
                -Will "shrink" the texture you are aiming at
                vertically
        f) P: Raise stretch value vertically
                -Will "stretch" the texture you are aiming at
                vertically
        g) - (on keypad): Move texture (NOT wall) down by 8
                -Will move the texture you are aiming at down
        h) + (on keypad): Move texture (NOT wall) up by 8
                -Will move the texture you are aiming at up
        i) / (on keypad): Move texture (NOT wall) left by 8
                -Will move the texture you are aiming at left
        j) * (on keypad): Move texture (NOT wall) right by 8
                -Will move the texture you are aiming at right
        k) n: Force Texture Normal mode
                -Will return the texture you are aiming at to
                defaults
        l) ALT: Hold to change increments by 1 instead
                of 8

 2) Light Level Mode
        -To enter light level mode, press "ALT-l" on your keyboard.
        Here are the functions available in light level mode:

        a) + (on keypad): Increase lighting by 8
                -Will make the wall/floor/ceiling you are
                aiming at brighter
        b) - (on keypad): Decrease lighting by 8
                -Will make the wall/floor/ceiling you are
                aiming at darker
        c) CTRL: Hold down to make light changes affect
                the entire sector you are aiming at
        d) ALT: Hold to change increments by 1 instead
                of 8

 3) Sector Mode
        -To enter sector mode, press "ALT-s" on your keyboard.
        Here are the functions available in sector mode:
        [NOTE: This mode is the easiest to "hang yourself" in. Be
        extremely careful when making changes in ROPE while in
        Sector Mode. Take it from people who've learned the hard
        way!]

        a) + (on keypad): Increase height by 8
                -Will make the floor/ceiling you are
                aiming at raise
        b) - (on keypad): Decrease height by 8
                -Will make the floor/ceiling you are
                aiming at lower
        c) / (on keypad): Increase slope magnitude by 8
                -Will make the floor/ceiling you are
                aiming at have a greater slope
        d) * (on keypad): Decrease slope magnitude by 8
                -Will make the floor/ceiling you are
                aiming at have less of a slope
        e) INSert (on keypad): Change slope direction forward
                -Will change the slope direction of the
                floor/ceiling you are aiming at
                [NOTE: When aligning floor/ceiling textures,
                you'll need to be in Sector mode.  Only flat,
                unsloped, sectors can be texture aligned.
                Pointing your crosshair at the floor/ceiling
                you want to align and pressing INS will spin
                the texture one direction, while pressing DEL
                will spin the texture the opposite direction.]
        f) DELete (on keypad): Change slope direction backward
                -Will change the slope direction of the
                floor/ceiling you are aiming at
        g) ALT: Hold to change increments by 1 instead
                of 8

 B) Other Key Functions
        -The 3D edit mode will use the controls you have set
        to play the game. We recommend that you edit in 1st
        person point of view (switched to by pushing <RIGHT_SHIFT>
        in the default controls) so that you don't have to
        look around your character's sprite.

       <ALT>-<F2> will save your changes and a message to that effect
       will appear in the upper right corner.

       <ALT>-<F12> will quit you immediately to your OS without saving
       any changes.

 V: Making a Basic Level
 -----------------------

 This section will talk you through your first level. If you are
 feeling brave, you can skip this section and dive right in,
 but we recommend trying this out first to give you the feel.

 1) Setting up Preferences
        -The first thing you need to do is set up your preferences.
        To do this press "F5" on your keyboard. The preferences
        menu will come up with the following options:
        (NOTE: you must press "F5" again after each option is
        set to re-access the preferences screen)

        a) Change wall textures
        -This will indicate the default texture that will be on a
        wall when you make one.
                -For this exercise we will make a defense base
                map. Select the middle box with your mouse and
                click on the [More] box until you see texture
                "DTEX18C". Select this texture and click on done.
        b) Change floor/ceiling textures
        -This will indicate the default textures that will be on
        the floor/ceiling of a sector when you make one.
                -Select the bottom box for the floor. Use
                texture "DFEX07D"
                -Select the top box for the ceiling. Use
                texture "DFEX22B"
        g) Select new palette
        -There are multiple palettes in Eradicator. If you
        are in the wrong palette, most of your textures will
        not display correctly.
                -Select the "DEFBASE" palette
        h) Change sky texture
        -This will allow you to pick which sky will appear in
        your "outside" areas.
                -Select "DEFSKY"

        Don't worry about the other preferences for now.

 2) Setting the grid
        -Press the "G" key once. You will notice a grid that
        appears in the screen. This is here to help you align
        items and walls accurately and neatly.

 3) Scale the screen
        -Press the "-" key three times. The grid will appear to
        get smaller, but in fact you are moving the "camera"
        out so that you can see more.

 4) Go to Vertex mode
        -Press the "V" key to go to vertex mode.

 5) Make 4 vertices
        -Move the cursor over one of the grid intersections
        and press the "INSert" key on your keyboard. A vertex
        will appear at that point on the grid.
        -Now move the mouse over 2 lines to the right and press
        "INSert" again. Another vertex will appear. Do this two
        more times so that the vertices make a box containing four
        grid "boxes".

 6) Select vertices
        -Move the cursor over the 1st vertex you created and press
        the left mouse button. There will be a clicking noise and
        the vertex will change color.
        -Now do this again in a clockwise fashion until all of
        the vertices are selected.

 7) Make lines
        -Press the "INSert" key. You will see three bright lines
        appear, connected by the four vertices.

 8) Complete box
        -See that one side without a line? Well hit the "V" key
        to go back to vertex mode, and then select the two
        vertices on the open side of the box (still going clockwise
        in your selection).
        -Press "INSert" again to draw the final line.

 9) Make Sector
        -Press "L" to go to line mode.
        -Select all of the lines by left clicking on them with
        the mouse.
        -Once all four lines are selected, press the "INSert"
        key and BAM! You have your first sector!

10) Placing a player start point
        -Press the "O" key to go to object mode.
        -Move the cursor to the grid intersection directly
        in the middle of the sector and press "INSert"
        -Left click on the new object and press "enter"
        -Select the "type" option and press "enter"
        -Select "specials" and press "enter"
        -Select option K: Player_Start

11) Save Map
        -Press the "F2" key and type in the following name
        for your map: "TEST.RIM"

12) Exit and load map
        -Press the "Q" key and confirm you wish to exit.
        -At the command prompt, type: "ERAD -MAP TEST"
        and then press "enter".
        -Select new game, choose your options and welcome
        to your 1st level! What's that? Not impressive?
        Give yourself a break, that was just the basics!
        With practice you will be making better and better
        levels in no time at all!

 VI: Responses
 -------------

 Responses are used to give an object or sector a specific
 command or function. For instance, a response must be given
 to a sector to make it open and close like a door. Responses
 are the backbone for making great levels. Listed below are
 all of the responses in Eradicator (placed in ED.EXE), how
 to use them, and what they are used for.

 A) Camera Responses
        -Camera responses are used for moving the camera
        to different objects in the game (i.e., to use
        a surveillance camera in the game).

        1) Station Camera               1002
        -Will activate a camera in the player's PIP.
        The camera that is activated must have the same
        tag as the trigger.
        -EXAMPLE:
        Place response 1002 on a switch and give it tag 1
        Place tag 1 on each camera to be controlled by
                switch.

 B) Polygon Responses
        -Polygon responses are used to move and otherwise
        manipulate polygons.

        1) Start Poly Path Follower     1050
        -Will make a polygon follow a path of triggers
        with successive tag numbers. The response and
        first tag number must be on the first trigger.
        -EXAMPLE:
        Place response 1050 and tag 1 on a switch.
        Place tag 1 on a poly
        Place tag(s) 2, 3, 4 etc. on triggers for the path.

        2) Start Poly Ping Ponger       1051
        -Will make a polygon move back and forth between
        the first and last triggers in the series. The
        response and first tag number must be on the
        first trigger.
        -EXAMPLE:
        Place response 1051 and tag 1 on a switch
        Place tag 1 on a poly
        Place tag(s) 2, 3, 4 etc. on triggers for path.

        3) Stop Poly Movement           1052
        -Will make any polygon following a path come
        to a stop when this response is triggered. The
        trigger must have the same tag as the polygon to
        be stopped.
        -EXAMPLE:
        Place response 1052 and tag (X) on a switch
        Each poly in motion with tag (X) will stop when
        switch is used

        4) Start Poly Ferry             1053
        -Will make a polygon move from the first to
        the last path triggers in a series and then stop
        at the end of the path. When triggered again, the
        poly will return to its original starting point.
        -EXAMPLE:
        Place response 1053 and tag 1 on a switch
        Place tag 1 on a poly
        Place tag(s) 2, 3, 4 etc. on triggers for path.


        5) Start Poly Bus               1054
        -Will make a polygon move through each of the
        path triggers in a series, stopping at each trigger.
        The poly will continue its movement when the
        response is triggered again.
        -EXAMPLE:
        Place response 1054 and tag 1 on a switch
        Place tag 1 on a poly
        Place tag(s) 2, 3, 4 etc. on triggers for path.


        6) Poly Follow - Use            1055
        -Same as 1050 but must be <used> to start.

        7) Poly Ping Pong - Use         1056
        -Same as 1051 but must be <used> to start.

        8) Poly Stop - Use              1057
        -Same as 1052 but must be <used> to start.

        9) Poly Ferry - Use             1058
        -Same as 1053 but must be <used> to start.

       10) Poly Bus - Use               1059
        -Same as 1054 but must be <used> to start.

       11) Poly Ping Pong ONCE          1060
        -Same as 1051 but polygon only does path once.

       12) Poly Ping Pong ONCE - Use    1061
        -Same as 1060 but must be <used> to start.

 C) Door Responses
        -Door responses are used to turn sectors into
        doors.

        1) Regular Door                 1100
        -Raises ceiling of sector to the nearest sector's
        height
        EXAMPLE:
        Set a sector's floor and ceiling height to the same
        number (the height of the floor next to the sector)
        Give the sector response 1100

        2) Floor/Ceiling Door           1101
        -Raises ceiling and lowers floor to the nearest
        sector's ceiling/floor height
        EXAMPLE:
        Set a sector's floor and ceiling height to the same
        number (between the height of the floor/ceiling in
        the next sector)
        Give the sector response 1101

        3) Stay Open Door               1102
        -Works like 1100 but door stays open permanently

        4) Stay Closed Door             1103
        -Works like 1100 but door stays closed
        permanently

        5) Regular Door - Use           1104
        -Same as 1100 but must be <used> to start

        6) Floor/Ceiling Door - Use     1105
        -Same as 1100 but must be <used> to start.

        7) Stay Open Door - Use         1106
        -Same as 1102 but must be <used> to start.

        8) Stay Closed Door - Use       1107
        -Same as 1103 but must be <used> to start.

  D) Lift Responses
        -Lifts are the "elevators" in the game that
        are not made up of polygons (they are sectors)

        1) Regular Lift                 1150
        -Basic left
        EXAMPLE:
        Give a sector the response 1150

        2) Regular Lift - Use           1151
        -Same as 1150 but must be <use> to start.

 E) Floor/Ceiling Responses
        -These responses affect how the floors and
        ceilings of the sectors react to the player

        1) Pounder                      1250
        -Ceiling of specified sector moves from
        lowest neighboring ceiling height to the
        floor. Repeats (pounds) 5 times
        -EXAMPLE:
        Give a sector the response 1250
        Ceiling will pound when player steps on
        sector

        2) Pound Once                   1251
        -Same as 1250 but only pounds once

        3) Sinker-Blender               1300
        -Floor of specified sector sinks to lowest
        neighboring sector and takes characteristics
        of that sector (light, texture, etc.)
        -EXAMPLE
        Give a sector the response 1300
        When player steps on sector, floor will sink

        4) Riser-Blender                1301
        -Same as 1300 but the floor rises to the
        highest neighboring sector

        5) Dropper                      1350
        -Ceiling drops through the floor 100 times
        -EXAMPLE:
        Give a switch response 1350 and tag 1
        Give a sector tag 1
        When switch is flipped, the sector will appear
        to fall away (hard to explain, you need to
        see it)

 F) Light Level Responses
        -These responses change the light levels of
        sectors when activated
        -Can be assigned to SECTORS or TRIGGERS

        1) Set Sector to Bright (254)   1550
        -Will cause the sector(s) to go to light
        level 254 instantly

        2) Set Sector to Dark (64)      1551
        -Will cause the sector(s) to go to
        light level 64 instantly

        3) Increment Light Level        1552
        -Will cause the sectors(s) to become
        brighter by 8 points

        4) Decrement Light Level        1553
        -Will cause the sector(s) to become
        darker by 8 points

        5) Smooth Cycle to Bright       1554
        -Will cause the target sector(s) to
        go from current light level to level
        254 by increments of 8 then stop

        6) Smooth Cycle to Dark         1555
        -Will cause the target sector(s) to
        go from current light level to level
        64 by increments of 8 then stop

        7) Cycle between Dark and Bright 1556
        -Will cause the target sector(s) to
        go gradually between level 64 and
        254 and back. Continues until
        terminated

        8) To Bright then Back          1557
        -Will cause the target sector(s) to
        go to level 254 and then back to the
        original light level.

        9) Light Flicker on (254)       1558
        -Will cause the target sector(s) to
        go to light level 254 like a fluorescent
        light flickering on

       10) Light Flicker off (64)       1559
        -Will cause the target sector(s) to
        go to light level 64 like a fluorescent
        light flickering off

       11) Perpetual Flicker            1560
        -Causes the target sector(s) to
        flicker constantly

       12) Flicker on to 200            1561
        -Same as 1558 but goes to level 200

       13) Flicker on to 160            1562
        -Same as 1558 but goes to level 160

 G) Damaging Responses
        -These responses are used for sectors that
        hurt the player
        -Can be assigned to SECTORS

        1) Kill player                  1700
        -Kills player instantly when he touches the
        floor

        2) Take 25 points of Health     1701
        -Player will loose 25 points of
        health while he occupies the sector

        3) Take 10 points of Health     1702
        -Player will loose 10 points of
        health while he occupies the sector

        4) Take 5 points of Health      1703
        -Player will loose 5 points of
        health while he occupies the sector

 H) Wave Responses
        -These responses make the floor appear
        to "ripple" or "wave". Useful for water
        areas.
        -Can be assigned to SECTORS or TRIGGERS

        1) Wave up and down by 8 (up)    1750
        -When activated sector floor will bob
        up and down by 8 from its starting
        position
        -EXAMPLE:
        Place response 1750 on a sector
        When the player stands on the sector,
        the sector will start to bob

        2) Wave down and up by 8 (down) 1751
        -Same as 1750 but starts in a downward
        direction

        3) Wave up and down by 4 (up)   1752
        -Same as 1750 but bobs in increments of
        4

        4) Wave down and up by 4 (down) 1752
        -Same as 1751 but bobs in increments of
        4

 I) Slope Responses
        -Responses that affect sloped sectors
        -Can be placed on SECTORS or TRIGGERS

        1) Negate (reverse) slope       1200
        -Will reverse the direction of a slope
        when activated
        -EXAMPLE:
        Place response 1200 on a sloped sector.
        When player steps on the sector, slope
        will reverse (if it was sloping up to
        the north it will slope up to the
        south).


 J) Miscellaneous Responses
        -Responses that do various things
        -Look at each for specific placement

        1) Teleport                     1450
        -Will act as a teleport. Put the
        response on the SECTOR you want to
        be a teleport. Put the same tag number
        on the destination. (a TRIGGER)
        -EXAMPLE:
        Put trigger 1450 and tag 1 on a sector.
        Put tag number 1 on a trigger.
        When player steps into the sector, he
        will appear at the trigger's location.

        2) Transparent Teleport         1451
        -Will teleport without changing facing
        or velocity (no audio or video either).
        -EXAMPLE:
        Put trigger 1451 and tag 1 on a sector.
        Put tag number 1 on a trigger.

        3) Teleport -Use                1452
        -Same as 1450 but must be used to work.

        4) Transparent Teleport -Use    1453
        -Same as 1451 but must be used to work.

        5) Bouncer                      1900
        -Placing this response on a sector will
        make it bounce the player into the air
        when he steps/jumps on it
        -EXAMPLE:
        Put response 1900 on a sector.
        When the player steps on the sector, BOING!
        -PLACEABLE:
        Sectors

        6) Activate Sector              1400
        -Will activate the response of each sector
        with the same tag as the sector/trigger with
        the 1400 response
        -EXAMPLE:
        Place response 1400 and tag 1 on a switch.
        Place tag 1 on each sector with a different
        response that you want to start.
        When the player flips the switch, all sectors
        with tag 1 will do their thing.
        -PLACABLE:
        Triggers, Sectors

        7) Activate Sector -Use         1401
        -Same as 1400 but must be used to work

        8) Exit level                   2001
        -Will exit the level
        -EXAMPLE:
        Place response 2001 on a sector.
        When player enters sector, map will end.
        -PLACABLE:
        Triggers, Sectors


 VII: EXAMPLE.RIM and EXAMPLE.DLL
 --------------------------------
 In the D:\EDITOR directory are 3 useful RIM files. MONSTERS.RIM has each
 type of enemy you may encounter in ERADICATOR on display for you. They are
 still active so watchout!

 SPRITES.RIM is a gallery of every type of pickup and decoration that is
 placeable in ED.

 EXAMPLE is a testing grounds to show you how we use responses, triggers,
 and polygons. Make sure you've copied each of these RIMs to the C:\ERAD
 directory.

 EXAMPLE is the most useful of these 3 files. When you enter it, you can see
 how we place responses, triggers, how they are linked, and there is even some
 internal help icons for more information.

 The EXAMPLE.DLL is assigned as EXAMPLE's DLL (see <F5> preferences for more
 on assigning a DLL. With this DLL assigned you have access to a few more
 responses not available in the default list above. Each 'bonus' response
 you may use must be setup based on a few rules that make each work. Examples
 of each type are in the EXAMPLE.DLL file.

 A) Other Notes on EXAMPLE.DLL
       -Any sector tagged 500 at startup time will automatically become a
        swirling sector.
       -Any sector tagged 501 will perpetu-flicker in light level.
       -Any sector tagged 502 will endlessly cycle from dark to bright.

       -All of the 9 responses below must be used with these rules in mind:
        1. The tag (special or switch) that initiates the response must have
           the response number assigned to if via edit mode.

        2. The sector(s) effected by this response are dependent on the tag
           number of the switch/special that calls the response. For example,
           if the switch is tagged 5, then the sector it effects must be
           tagged 6 (except where noted); and if there's a lighted sector
           option than the lighted sector must be tagged 7.
           (Starting tag = x; door = x+1; light = x+2). The exceptions to this
           rule are responses #10 and 12.

        3. You cannot have duplicate tags for objects but it is okay for
           sectors. For example, you have one switch that opens 2 doors.

 B) The EXAMPLE responses

    Here is a breakdown of the responses available via EXAMPLE.DLL:

       1. Unlock Ceiling door - place a switch (Swflat poly) in a map and
          assign resp #1 to it. Tag the poly. Now tag a sector you want to
          work like a door #1100 with a tag number 1 greater than the tag
          on the switch. Now, if you like, tag the sector in front of the
          door with a tag 2 greater than the tag on the switch. When the
          switch is thrown, the lights flicker on and the door is 'unlocked'
          and can be opened by colliding with it.

       2. Same as #1 above but uses a split in the middle door style.

       3. Same as #1 above but forces a door open and keeps it open.

       4. Same as #1 above but forces a door closed and locks it!

       5. A toggle for a door like #1. You can force a door opened then throw
          the switch again and close the door for good endlessly.

       6. PolyFan - this is used to create the cool polygon fan seen in the
          game and the northern room of the 2nd half of the EXAMPLE.RIM. Tag
          the switch then tag the polygon one higher and when the switch is
          thrown, it's off and running.

       7. Shootable switch. This is a fancy one - first, you place an object
          called "invisotrig". 2nd, you apply response 7 to that object and
          give the object a tag #. Third, if you like, you can place a switch
          behind the object and tag the switch one higher than the
          invisotrig. 4th, add a polygon object and tag it 2 higher than the
          invisotrig. Finally, create a pathway of specials for the polygon
          that are all tagged sequentially starting with a tag# 1 higher than
          the polygon's tag. Leave a blank space in the numbering at the end
          of the pathway (i.e., if the path ends with point # 25, do NOT
          assign tag # 26 to anything or the poly path won't work).

       8. Agitator - this is what makes all sectors tagged 500 work. You
          should never need to assign this to a switch in a map, but who
          knows - experiment!

       9 thru 14 are not currently used.

       Numbers 10 thru 32 are the various help messages you find in the
       EXAMPLE.RIM. There are no other responses available in EXAMPLE.RIM at
       this time.



 VIII: Troubleshooting
 ---------------------

 PROBLEM:
        I can't get ED.EXE to run.
 POSSIBLE CAUSE:
        Are you running under WIN95?
        Did you copy the files to your hard drive correctly?
 SOLUTION:
        Exit to DOS (see instructions at the top of this
        document.
        Make sure you followed the instructions for copying
        the files to your hard drive.

 PROBLEM:
        I can't load a map into ED.EXE.
 SOLUTION:
        Made sure to include the .RIM extension in the filename.

 PROBLEM:
        I go into my level and my hard drive seems to be on-line
        quite a bit, slowing the game down.
 SOLUTION:
        If you have a lot of textures down, the game will
        need to access the HD more to put those textures in
        memory. Try using fewer or smaller textures.

 PROBLEM:
        I get a "hall of mirrors" effect when I look at some
        walls.
 SOLUTION:
        Walls that look like these have no texture. Place a
        texture on the wall.

 PROBLEM:
        My map just plain refuses to work in Eradicator. HELP!
 SOLUTION:
        Make sure that:
        1) EVERY sector has both a ceiling and a floor texture.
        2) Your map has a Player_Start.
        3) For Netplay, there are 16 net-starts.
        4) You don't have multiple vertexes occupying the same
           space.
        5) Your map is saved with the .RIM extension.

 PROBLEM:
        I can't seem to make any of the "hot key" commands in
        ED.EXE work.
 SOLUTION:
        The commands in ED.EXE are case sensitive. Please make
        sure you are using lower case commands and that your
        "CAPS LOCK" is not enabled on your keyboard.

 PROBLEM:
        ED.EXE doesn't show me any textures or items when
        I try to place them.
 SOLUTION:
        Make sure you put ED.EXE in the same directory that
        ERADICATOR is in. It needs the game files to find
        the textures/items/etc.

