LED - BoD Level Editor
Notes by SlayerDDD

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I am moving this site to a Forum format-

BoD Arena

Please post when you visit...

Expect a MAJOR update in approx 1 week :)

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...under construction - v.015 updated 27/04/01...
last update until after 12/05/01 -
I've been assigned a new e-comm project at work,
and then we're off to Amsterdam for a holiday ;)

 

 

CONTENTS

TUTORIAL - Creating a Basic Level

NOTES    (sections updated in this version are marked with * )

FILE SYNTAX

TEXTURE EDITOR (Bab.exe)

LEVEL EDITOR (Led_d.exe)
     Texture Setup
     Selection Modes
     Viewing the Map
     Editing
     Arches
     Slopes
     Atmospheres
     Lights
     OpenGL
     Objects and Entities
     Doors
     Enemies

3DS MAX PLUGINS

CAMERAS & PATHS

COMPILING THE LEVEL (BC.exe)

PLAYING THE LEVEL

APPENDIX

     Keys
     Debug mode Output
     Console Commands
     Command Line Options

LINKS

DOWNLOADS *

 

 

FILE SYNTAX

 

- click filenames below to view example script w/comments -

levelname = the name of your level
texname = the name of the texture set (texname.mmp) you want to use for your level

 

levelname.mp - LED map file (the one you load, edit, and save in LED)

levelname.bw - the compiled version of the map, output from BC.exe

levelname.mbw - Max2.5 compatible version of the map (using plugin),
      to export .mbw from game enter-   Bladex.ExportWorld("mapa.mbw ")   -from the console.

levelname.lvl - this loads Bitmaps (texname.mmp), World (levelname.bw), and Dome (texname_d.mmp)

objs.py - this defines objects, weapons, torches, etc. and their position and scale, also options

sol.py - this script defines the placement of the sun in the level (x,y,z,?)

agua.py - this defines water (make note about coordinates)

texname.mmp - this is the compiled texture file, for example  \BoD\Maps\Barb_M1\barb.mmp

texname.py - this is a script that loads .bmps into the Texture Editor (BaB.exe) when compiling a .mmp

texname.DAT - this script loads texture definitions in LED,  goto MENU File/Import Textures.. (see below)

levelname.glad - configuration script for Gladiator. loaded automatically.
     contains map name, Player position, spawn points for monsters and bonus weapons, more

cfg.py - standard configuration file, needed to run standalone, not needed with Gladiator

pj.py - defines Players (?)

shoot.bmp - screenshot or logo for your level, shown in Arena menu of Gladiator, in strange color mode (?)

 

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TEXTURE EDITOR (Bab.exe)

 

Viewing Texture .mmp

goto MENU File/Open \BoD\Maps\Level\texname.mmp

decide which textures you want to use in your level
(to look at textures, highlight name in list and press Return key to make visible)

write down chosen texture names (case sensitive),

or create custom.DAT, by adding the texnames with .bmps as in format below

or use pre-defined texname.DAT files
.DAT file format


Pre-Defined texname.DAT files for game .mmps (ie. casa.mmp, chaos.mmp,etc)

tex_dats.zip - complete set (19) of texture .DATs

to use .DATs, see LED/Textures below

 

Extracting .bmps from BaB

Using a screen capture program like WinGrab

Open BaB.exe

Load dwarf.mmp (or whichever .mmp you are extracting from)

Double-click on texture names on left to show pic on right

Start wingrab

Capture screen

Crop pic 256x256 (i use wingrab for this because if you dont move anything between captures, the selection area stays in the same place)

Save as texturename.bmp exactly - case sensitive

Repeat until all pics saved

Use photoshop or similar to batch convert to indexed mode, 256 colors, adaptive palette

Check names are the same as in dwarf.DAT and change to match if needed

 

Using PrintScreen and Photoshop w/ layers

Texture / Skins Tutorial by Tom Triffic

 

Compiling .mmps

texture pics must be BMP 256x256x256 colors

keep .bmps and texname.py in Bab.exe directory when compiling .mmp

create texname.py - list of .bmp textures to be imported
texname.py format

 

Using .mmps

add code to levelname.lvl:
Bitmaps -> ..\..\Levelname\texname.mmp
levelname.lvl format

 

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LED (Led_d.exe)

 

DIRECTORY SETUP

\Bod = Blade of Darkness install directory

create a directory - \BoD\Maps\levelname

configure and add necessary scripts (see Files above) to this dir

 

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TEXTURES SETUP

Adding Textures

Drag-and-drop .bmps in Texture Palette window to create new texture

make sure 'name' is the same as in .mmp (case sensitive)

or use pre-defined texname.DAT file to import texture definitions (see next)

 

Using game textures in LED

goto MENU File/Import Textures...
(you must enter *.* in requester to show all files)

Open texname.DAT, (texname = texname.mmp)

This will give you all the texture definitions to use, look in the...

 

Texture Palette (Previews)

if .bmps are available -
goto MENU File/Properties... Directory TAB
enter complete path to .bmps to activate texture previews in LED

if .bmps not available -
You will get no preview in LED, but the textures are visible in OpenGL and in Game

also, if pre-defined .DAT used -
I strongly recommend you delete unused texture definitions [del key] to save memory in game (?)

 

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SELECTION MODES


To enter selection mode:

goto MENU Tools/Select ____, or use Icons

Vertices
Edges - note: if the grid is on, you must click at a grid point to select an edge or insert a vertex.
Sectors
Lights
Entities
Objects (multimode)

Multiple selections possible [ctrl key]

 

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VIEWING THE MAP

Centering

goto MENU View/Center at... (0,0)

goto MENU Tools/Select Sectors (or use icons)

left-click in map to refresh view

 

Grids

set grid (1.0)
origin grid
activate grid
grid color

 

Zoom

w/ mouse wheel or Icon

 

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EDITING

 

Vertices

goto MENU Tools/New Vertex

use vertices to create sectors

use matching vertices on shared edges


Sectors

goto MENU View/Properties [v key]

set Floor height (-1 = 1 meter UP)

set Floor texture

set Ceiling height

set Ceiling texture

make convex polygons - use 3 or 4 sides if possible -
all points must be able to reach any other point in the sector in a straight line without leaving the sector.
if in doubt, a good way to check / fix non-convex sectors is to:

Select the sector, right-click menu- Divide in convex. if nothing happens the sector is fine, and if it is non-convex then LED will cut the sector to make it convex (you will see a new edge appear through the middle of the sector)

 

Edges/Walls

goto MENU View/Properties...

Set Texture

X = position offset of texture in pixels;
Y = position offset of texture in pixels;
Zoom = the scale of the texture (10 is a good start);
Angle = the rotation angle of the texture; many game textures need to be rotated +90
there is a drop-down to select texture name in it, w/ preview;

 

Edit Texture Placement in OpenGL preview

see OPENGL below

 

Assorted Notes on LED: (stuff i need to put somewhere else...)

Theory of operation: the sectors are actually the SPACES in the map. so if you wanted a 20-unit-high wall at one edge of your area (area floor height 0), you would create a sector with a floor height as high as you wanted the wall, say 20, and the ceiling height would be the top of the level (sky), say 50.)

Multiple selection: you can multiple select sectors (hold CTRL), then change properties and it will effect all selected sectors. this multiple-property-changing also works with walls, but as always remember to hit return after each entry (even then the fields revert to *, but it works)

Selecting just one object: if you are in select edges (walls) mode, and double-click on an edge that is part of 2 sectors, you get a popup asking which sector the wall is part of and then selects only that wall. this also works with vertices and sectors.

Start position: to set the starting position for the player (or preview) go to Tools/Initial Point: i find that position- x=0 y=0 z=3 and orientation- x=1 y=0 z=3 work well as defaults but it depends entirely on your map. the starting position is marked with an X on the map editing screen.
Remember that the start position in a map used with Gladiator is defined in levelname.glad.

Interface: in LED when you are editing maps, you can see edges in spaces represented with dark red lines, and edges bordering solid areas with brighter red lines.

Matching Vertices: when creating a room or area, think about what doors windows etc. that you want to add, and put in vertices where the adjoining sectors will be. this will make everything easier later, and it also seems like LED and Blade both like for any adjoining sectors to have the same vertices on shared edges.
the compiler will compensate for unmatched vertices, but LED and the game and monsters seem to work better if this is avoided.
when compiling, if you receive ADVISO:repetido de sector messages, then this is caused by 2 sectors sharing a wall but not having matching vertices. (?)

OpenGL mode crashes: i have found that if you try to start opengl mode with a map loaded but nothing selected then it will crash. this may only apply to my computer, but if you are having problems with opengl mode, then trying this may solve it.

 

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ARCHES

To create an arch, you must use an elliptic ceiling.

Create a sector (space) to act as the doorway between 2 rooms.

NOTE: The shared walls must contain the same vertices, ie add a vertex in the wall of the room for each corner of the door. This rule applies throughout LED for best results.

make it 4 units wide X the wall thickness (distance between the rooms) for example 1 unit

goto the ceiling tab of properties and select 'elliptic' for ceiling type

click on the small button next to the word 'elliptic' to bring up a requester

the requester has settings for X = * , Y = *

in this case, X = the width of the area in the corner that you want to make curved, and Y = height of the area.

So if you had an arch 4 units wide, and you entered X = 1, Y = 1, you would end up with this shape for your arch:



And if you had a doorway that was 2 units wide, and X = 1, Y = 1, it would look like this:



For a gothic style arch, and a door width of 2 units, X = 1, Y = 2 would produce the desired result:



So if your doorway is 3 units wide, and you want a rounded arch, X = 1.5, Y = 1.5 does it:



 

SLOPES

 

Slope Editing Method:

select 'axis' of slope, ie. the edge/wall that is to stay the same as the ceiling/floor height in sector properties (must be only the wall of the sector you want to slope, not multi)

select right-click menu- Slope> Floor or Ceiling

left-click on a vertex opposite to the axis wall to change its height (requester will pop up)

repeat for other corner, and repeat for floor/ceiling if thats what you want

if sector or vertex moved then must re-define slope

use right-click menu- 'quit slope' to remove


example:

so, lets say that you have a long thin hallway,
and you want the make the whole thing slope downwards by a total of 2 units:

set the floor/ceiling heights as usual, for example floor=0 ceiling=5


for the floor:
goto select edges mode
select the edge/wall (of this sector only) that is to stay at height = 0
with the pointer still over the selected edge, right-click menu- Slope> Floor
then click one of the opposite vertices (of the edge that you want to lower) and a requester will appear asking 'enter new height', in this case enter, for this example, -2

then repeat for the other corner:
with the pointer over the selected edge, right-click menu- Slope> Floor
then click on the other opposite vertex (of the edge that you want to lower) and a requester will appear asking 'enter new height', in this case enter, for this example, -2
-so thats the floor done...

for the ceiling:
select the (same edge) edge/wall (of this sector only) that is to stay at height = 5
with the pointer still over the selected edge, right-click menu- Slope> Ceiling
then click one of the opposite vertices (of the edge that you want to lower) and a requester will appear asking 'enter new height', in this case enter, for this example, 3

then repeat for the other corner:
with the pointer over the selected edge, right-click menu- Slope> Ceiling
then click on the other opposite vertex (of the edge that you want to lower) and a requester will appear asking 'enter new height', in this case enter, for this example, 3
-and thats it!

remember that if you move this sector or any of the vertices of this sector then you must completely re-do the slope process for any vertex that was moved.

 

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ATMOSPHERES

Create Atmosphere

goto MENU View/Atmospheres

press [INSERT key] to create new atmosphere

name = atmosname
density (0.01 default)
color

 

Use Atmosphere

select Sector

goto MENU View/Properties... Atmosphere TAB

select atmosname from drop-down

 

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LIGHTS

(suggested default values in parentheses)

Sector Lighting

Ambient

color (60,60,60)

Gradients

(start color, end color - set start coord and direction in requester next to colors)

Flat Light

color (0,0,0)

External Light (sun)

multiple select all sectors (to create one external light for the whole map)

color (128,128,128)

position:

X = X in coords toolbar

Y = Height in positive units

Z = Y in coords toolbar

Tip: Use matching numbers in sol.py to put the visible sun in the same place as the external light:

Bladex.SetSun( 0/1 = on/off, X, Y, Z from external light properties)

 

Adding Lights

Intensity (50)

Color (white)

Size (4)

Visible (off)

Placement (in a room 10 units high, about 7)

Shadows (on)

 

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OPENGL

 

Loading a level into OpenGL (File/Open...)

must be compiled with BC and have a levelname.lvl file

can reload levelname.bw after repeating compile w/ 'actualize .bw'

 

Texture placement method:

goto right-click menu- Select Surfaces

select face (flashes red)

use keys to manipulate texture (see Keys info in appendix)

settings are updated in Properties in real-time

 

Lighting in OpenGL vs. DirectX

The lighting in OpenGL mode is dependant on (?) the gamma in OGL,
which is different enough to influence percieved light levels (darker).

Moral: Always check your lighting from within Blade (D3D)

 

Right-Click Menu options

 

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OBJECTS AND ENTITIES

 

Using Entities in LED

Load levelname.mp

start OpenGL mode (very important! - Thanks to Duke for the info:)

from right-click menu of OpenGL window, import objs.dol (\BoD\Maps\Levelname\objs.dol) (Barb_M1 is a good starting set, but you will need to delete included objs from map once loaded)

open BODs window - highlight Entity/Object from list

goto MENU Tools/Add Entity

click in map to add (looks like small o)

View/Properties to edit

or use OpenGL mode to move/rotate

objs.dol format (from a post at RebelAct by BirdMadBoy)

 

Adding Entities by hand

Create objs.py script
objs.py format

using cut/paste from Game scripts

check in \BoD\Maps\Levelname\objs.py for objects that you want to use (find text in files works well)

cut n paste the info into your objs.py script

change position coordinates (x,y,z,angle)
(units in mm, ie. 1 unit in LED = 1000 in script; -1000 = 1 meter UP)

o=Bladex.CreateEntity("Brazier1","Brasero1",26500,-3850,10828.9,Reference.ObjType("Brasero1"))
o.Scale=1.000000
o.Orientation=0.707107,0.707107,0.000000,0.000000
o.FiresIntensity=[ 1 ]
o.Lights=[ (20.000000,0.11000,(198,104,0)) ]

change line to create unique names for each group
ie.
Brazier1 in the first line has to be unique for all Brasero1 type objects (?)

check the original objs.py for import code -
import ItemTypes, etc. and include the relevant ones in your objs.py
ie. Bladex and Reference are used in Brazier1 above


 

get positions from playing in DEBUG mode

turning on DEBUG mode in Reference.py

change line to PYTHON_DEBUG = 1

in game press [ t key ] to show info on screen

see debug output in Appendix

 

orientation of objects (rotation around vertical axis)

suitable for wall torches (antorchaenpared) and other upright objects (?)

based on LED screen, top = North   ( angle = angle taken from debug_mode info )

N = 0.5, 0.5, -0.5, 0.5     ( angle = 0.0 )

NE = 0.655, 0.655, -0.265, 0.265     ( angle = 5.25 )

E = 0.707, 0.707, 0.0, 0.0     ( angle = 4.5 )

SE = 0.655, 0.655, 0.265, -0.265     ( angle = 3.75 )

S = 0.5, 0.5, 0.5, -0.5     ( angle = 3.0 )

SW = 0.265, 0.265, 0.655, -0.655     ( angle = 2.25 )

W = 0.0, 0.0, -0.707, 0.707     ( angle = 1.5 )

NW = 0.265, 0.256, -0.655, 0.655     ( angle = 0.75 )

 

height adjustments for objects

from debug info, +700 (?) approx = floor level

 

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DOORS

Adding Doors to the Level

puertas.py

(more soon)

 

 

ENEMIES

Adding Enemies

levelenm.py

(more soon)

 

 

3D STUDIO MAX PLUGINS

 

Using the Plugins

Copy plugin files to the "\plugins" folder of 3DStudioMAX version 2.x:

bldexp.dle: Exports objects, characters and animations to the engine format.

Camera.dle: Exports camera animations to the engine format.

MBWImporter.dli: Exports maps in .bmw format from the engine to 3DSMAX.
This is used as reference for the creation of camera animations, actors...

Also copy the MSVCRTD.DLL file to the 3DStudioMAX installation folder.

 

More Info Plz?

 

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CAMERAS & PATHS

More Info Plz?

 

 

COMPILING THE LEVEL (BC.exe)

making a batchfile (xxxxx.bat)
levelname_compile.bat format

using the console

running Blade, LED, and compiling at the same time ok

 

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PLAYING THE LEVEL

 

Standalone with Blade (from a post at Bladex by Josh)

Here is how to load an abritrary level. We will call this level "foo" for this example. Replace "foo" with something for your level.

1. Create a directory under BoD/maps for your level called "foo".

2. Copy your level data to that directory. (*.bw, *.mmp files).

3. Create a foo.lvl file (look at one of the other .lvl files for an example.)

4. Create a pj.py file in the level directory.   pj.py format

5. Create a cfg.py file in the level directory.   cfg.py format

6. Start BoD in console mode.

7. In the console window, type Bladex.LoadLevel("foo")

That's it, your level should now load. You may want to edit the initial position of the character to be a valid starting position. That is the "0, 0, 0" paramteres in the cfg.py file mentioned above.

 

Playing the Level with GLADIATOR

Gladiator 0.92 by Josh
(gladiator092.zip, 409k from BladeX)

For more information see this page at BladeX

sample.glad

If you have BodLoader installed, then install Gladiator as a mod, and the level as a map. Ensure that you have supplied a levelname.glad file, and it will then be automatically shown in Gladiator's Map Select screen.

 

Load Custom Map in BODLOADER 0.41

BodLoader0.41 by Masklin
(link from Masklins page)

BL readme.txt

To load a compiled levelname.bw map, you only have to copy it into BODLoader\Maps\levelname\. Then, use the Load Custom Maps feature to install the map and play it.

BodLoader will create the necessary default files for use with your map if it doesn't find them. Default values are used for world dome (casa_d.mmp), and start position (0,-1500,0). It also looks for any .mmp files in the BODLoader\Maps\levelname\ dir and loads those if found. If you use the texture sets from the game you will need to supply a .lvl file.

NOTE: I would recommend that you supply the following files with all levels:

levelname.lvl - .bw, defines textures and world dome
cfg.py - with
execfile("objs.py") for objects, torches, etc.
pj.py - to specify start position

optional: sol.py for sun and agua.py for water

These are the standard files that Blade needs, and BodLoader will use your files if they are found.

 

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APPENDIX

 

KEYS  (thanks to NiceMice:)

While in in normal editing mode:

Movement

ARROW_LEFT - Move left
ARROW_RIGHT - Move right
ARROW_UP - Move up
ARROW_DOWN - Move down
KEYPAD_PLUS - Zoom in
KEYPAD_MINUS - Zoom out

Editing

DEL - when a sector/vertex is selected, pressing 'DEL' deletes it
CRTL - allows to select multiple sector
SPACE - Switches between 'Select' and 'Add Vertex' mode

other

V - Displays the properties window
C - switches through the window modes

unkown keys

T
R

 

While in OpenGL 3D Mode:

Movement

ARROW_LEFT, O - Turn left
ARROW_RIGHT, P - Turn right
ARROW_UP, Q - Move forwards
ARROW_DOWN, A - Move backwards
W - Look up
S - Look down

Texture Alignment (while a surface is selected)

KEYPAD_ARROW_LEFT - Move texture left
KEYPAD_ARROW_RIGHT - Move texture right
KEYPAD_ARROW_UP - Move texture forwards
KEYPAD_ARROW_DOWN - Move texture backwards
KEYPAD_HOME - Turn texture counter-clockwise
KEYPAD_PAGE_UP - Turn texture clockwise
KEYPAD_PLUS - Scale up texture
KEYPAD_MINUS - Scale down texture
KEYPAD_MULTIPLY, PAGE_UP - Move through texture set forward
KEYPAD_DIVIDE, PAGE_DOWN - Move through texture set backward
HOME - First texture in set ?!
END - Last texture in set ?!
M - textinfo about texture scale, angle,x,y

additinal Dev Info

X - Draw polys on/off
C - current fps, cur. tris

unknown keys

SPACE

 

 

DEBUG_MODE OUTPUT (example)

[ Key T x1 ]
frames per second
position (x,y,z) (y=height)
world time (seconds), app time (seconds)

[ Key T x2 ]
nothing displayed

[ Key T x3 ]
nothing displayed

[ Key T x4 ]
-SOUND INFO- Frecbase 11025 - Filter 0 - NSounds 345 - NInsts 1
Music STOP
OnHold 0 - Mem used: 14797 Kb
FullMusic 0 Kb - Bucket 0 Kb
EAX overwritten by menu!

3D CHANNELS. Used 1 (8)
(22050) - 0.23 - FSE_Entity11

2D CHANNELS. Used 0 (1)

[ Key T x5 ]
ASTAR INFO
Aelems Used 16 - 1000
Astar UnderUsed 0 - 100

ENEMIES INFO - Total 12
Flags: Wm1+Fr11=12?nC11)
-Watch 12
-Bay 0 Prec 0
-Chase 0
-SingleR 0
-Bowing 0

LEFT - RIGHT

ACTION - Init Tran

Rlx_sp 0.00 0.35
" " " x10

[ Key T x6 ]
Cam: 8562 -6160 21195 (x,y,z)
CamTarget: -100 -1816 23660 (x,y,z)
Rlx Rlx_spear_Amz Rlx
Act Rlx_sp Anim Rlx_spear_Amz Pos 0.42 HEAD Eng
Angle 1.29 Pos 6397 -4112 21810 (36)
AJog0 AGof0 AGob0 R256 L0 -Gof0 Gob0 T0-0
Slip 4900.00 0.00 0.00

[ Key T x7 ]
B_step_sounds 66
B_material_step_sound_table 11
B_texture_material_table 0
B_race_step_sound_table 28
B_anm_event_inf_db 954
B_stepsinf_db 904

Objects 1131 (49)
Bitmaps 676 (0)
Bmps 50 (0)
AlphaBmps 13 (0)
AutoObjs 0 (0)

[ Key T x8 ]
AfterFrameFuncs 7
(0)InterpinterpLevelBar
(1)InterpinterpStrengthBar
(2)InterpinterpEnergyBar
(3)InterpShields
(4)InterpWeapons
(5)InterpObjects
(6)DefaultSelectionData

ScheduledFuncs 2
(0) PeriodicAutoSelectPlayer1 at 1071.200
(1) PlayerRestoreEnergy at 1071.700

[ Key T x9 ]
(0) Timer with period 0.xxx and 0 entities
(1) Timer20 with period 0.xxx and 0 entities
(2) AlphaTimer with period 0.xxx and 0 entities
(3) LightTimer with period 0.xxx and 0 entities
(4) Timer60 with period 0.xxx and 0 entities
(5) Timer30 with period 0.xxx and 0 entities
(6) Timer15 with period 0.xxx and 0 entities

FrameFuncs 1
(0) Frame with period 0 and 0 entities

Slot with 16 entities

 

 

GAME CONSOLE COMMANDS

Bladex.LoadLevel("nameOfMapFolder") =Loads a level

execfile("positions.py") =Enables teleporting around level with numberpad

execfile("../../scripts/debugcontrol.py") =Enables the debug keys

char.Position =Gets your current coordinates (x,z,y)

char.Position=x,z,y =Teleports your character to the coordinates you enter.

char.Level=xx =sets the level of your character

char.Life=xxxx =sets the life of your character

Bladex.GetEntity("entityName").Position =gets the coordinates of the entity

Bladex.GetEntity("entityName").Data.Invincibility =just an example of how to get info about entitys

import GotoMapVars() =imports data for the next command

GotoMapVars.EndOfLevel() =finished the level you are on

 

GAME STARTUP COMMAND LINE OPTIONS

-console =enables the console (need windowed mode .dll)

-noexclusivemouse =mouse is not 'stuck' in blade

-dev:D3D.dll =specify your renderer (change this if you use a different option in the setup box)

-snd:6 =specify sound device

if you specify both dev and snd you skip the setup box

-map:mapFolderName =starts the game running a level (also need -dev: and -snd: to be set, unless running a dedicated server)

-dedicated =runs a dedicated server (also need -map:arena1)

-nomouse

-nodinput

-nosound

-cls

 

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LINKS

BladeX

Rebel Act Studios

Rebel Act Forums - Editing

La Orden de Ianna (Spanish)

Codemasters Tech FAQ

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DOWNLOADS

Slayers Arena 1.0

The Pit 0.1

Night Pit 0.1 - (for Origo, who wanted something dark ;)

The Ladder - (under construction - v.11 updated 24/04/01)

"you gotta get out of it if you want to get into it - look for the sun, not for the light"

install with BodLoader 0.41 'Load Custom Map'

v.07 - completed 'top stair'
v.08 - now tested with all chars., widened stair, tex changes
v.09 - fixed dwarf problems
v.10 - added some enemies, incompatible with Gladiator, now uses BL 0.41
v.11 - added code, doors, more enemies
v.11b - fixed experience awards, tweaked weapons and enemies, added potions...

todo list: add archers to coves in the ladder room, add more rooms at top level,
platforms, traps, arena, more...

tex_dats.zip - Texture.DAT files for using the game texname.mmps in LED

 

Other Custom Maps for Gladiator

Maximus Skin by Tom Triffic

 

<<back to contents


comments, suggestions, contributions welcome - plz send to: slayer3d@hotmail.com

Blade of Darkness is copyright RebelActStudios / Codemasters c2000 - this website c2001 SlayerDDD - all rights reserved