*** Mapster32 Help: Table of contents ***
1. 2D mode mouse reference
2. 2D mode keyboard reference
3. 3D mode mouse reference
4. 3D mode keyboard reference
5. 3D mode tile selector refrence
6. Sector effector reference
7. Sector tag reference
8. Long SE reference
9. Colors
^P
The purpose of mouse in 2D mode is pointing, selecting and
moving objects in a map.

^3Every time mouse is pointing at one of these:
1. Nothing
2. Sector
3. Sector and wall
4. Sector and sprite
5. Wall (wall without sector - map is corrupt)
6. Sprite (sprite without sector - map is corrupt)

Some commands work differently depending on the currently selected object.
Press ALT to work with a wall or sprite instead of any adjacent sectors.

^14RSHIFT^O        Select vertex/sprites
^14RALT^O          Select sectors
^14WHEEL^O         Zoom
^14WHEEL+ALT^O     Move camera and zoom
^14LEFT BUTTON^O   Drag sectors/vertex/sprites
^14RIGHT BUTTON^O  Move camera
^14RIGHT MIDDLE^O  Move camera
^P
LSHIFT   Show coordinates
F1       Show help
F9       Show the Sector Tags help
M        Set extra of sector
M+ALT    Set extra of wall/sprite
/        Reset panning, size and flags to defaults
/+SHIFT  Make square - set xrepeat to yrepeat

KP_4     Scaling sprite horizontally
KP_6     Scaling sprite horizontally
KP_2     Scaling sprite vertically
KP_8     Scaling sprite vertically
+KP_5    Speed up

R        Cycle sprite alignment
' S      Set sprite size
' F      Function menu
F7+ALT   Search sector lotag
F8+ALT   Search wall/sprite lotag
[        Search backward
]        Search forward
G        Cycle grid size
G+SHIFT  Cycle grid size backward
' L      Set sprite/wall coordinates
' 3      Cycle modes of showing object's name
' 7      Swap lotag and hitag of wall/sprite
' J      Goto X,Y

X        Flip selected sectors in x
Y        Flip selected sectors in y
X+ALT    Mirror selected sectors in x
Y+ALT    Mirror selected sectors in y

F12        Screenshot
F12+SHIFT  Inverted screenshot

B        Toggle blocking
B+SHIFT  Toggle one-sided blocking for a wall
F+ALT    Set the first wall of a sector
O        Ornament sprite flat onto wall

,   Rotate sprite/selected sectors
.   Rotate sprite/selected sectors
<   Slowly rotate sprite/selected sectors
>   Slowly rotate sprite/selected sectors

SCROLL LOCK  Set starting position
F5  Show item count
F6  Show actor count
F6  Show Sector Effector help when pointed at sprite
F7  Edit sector data
F8  Edit wall/sprite data

T             Set sector lotag
T+ALT         Set wall/sprite lotag
T+CTRL        Toggle show tags

H             Set sector hitag
H+ALT         Set wall/sprite hitag
H+CTRL        Toggle hitscan sensitivity

P             Set sector palette
E             Set sprite status list
TAB           Show sector data
TAB+SHIFT     Show wall/sprite data
TAB+CTRL      Show wall/sprite data

LCTRL+RSHIFT  Select all walls of the current sector
              (point at a wall and, holding CTRL, press SHIFT)

A          Zoom in
Z          Zoom out
L          Toggle grid lock
J          Join sectors
S          Insert sprite (see samples/tiles.cfg for customization)
S+ALT      Make inner sector
C          Duplicate sectors/sprites
C          Start circle attached to a wall
KP_+       Increase amount of walls in circle
KP_-       Decrease amount of walls in circle
SPACE      Start/end drawing of sector, end drawing of circle
LENTER               Check all pointers for the current sector
LSHIFT+LCTRL+LENTER  Check ALL pointers (manual attempt to recover map)
BACKSPACE  Remove the last wall during drawing sector
DEL        Delete sprite
DEL+CTRL   Delete sector
INS        Duplicate sectors/sprites
INS        Start circle attached to a wall
INS        Add vertex to wall
RENTER     Switch to 3D mode
ESC        Menu

' A        Toggle autosave (every 3 minutes)
' N        Toggle clipping
S+CTRL     Save map
L+CTRL     Load map
^P
^3The mouse pointer always points at one of these objects:
1. wall
2. ceiling of sector
3. floor of sector
4. sprite
5. masked wall (non-transparent or semi-transparent wall between sectors)

It's important to understand this concept.
Some commands work differently depending on the "current object",
the object the mouse points at.
Some commands only manipulate the "current object", but other commands
manipulate the sprites and sectors which are "selected" in 2D mode.
Other commands work globally.

^3Mouse buttons:
^14LEFT^O         Lock the current object. The current object won't
                  change as long as the button is pressed.
^14LEFT+MIDDLE^O  Toggle mouselook
^14WHEEL^O        Change shade/visibility
^14LEFT+WHEEL^O   Change tile
^14RIGHT+WHEEL^O  Move object up/down

Additionally, there is UnrealEd-style mouse navigation in 3D mode
(toggle it with ^14F5^O) with the following bindings:
^14RIGHT^O        mouselook
^14LEFT^O         x: turning, y: move forward/back
^14LEFT+RIGHT^O   x: strafe left/right, y: move up/down
^14MIDDLE^O       y: move in viewing direction
  The console variable 'pk_uedaccel' changes the speed
  of navigation exponentially (valid values are 0-5).

^14LEFT+ALT^O     Move object up/down
^14LEFT+SHIFT^O   Pan ceiling/floor/wall
^14LEFT+SHIFT^O   Move sprite in horizontal plane
^14LEFT+CTRL^O    Scale wall texture or size of sprite
^14LEFT+CTRL^O    Change slope of sector
^P
UP          Move forward
DOWN        Move backward
LEFT+RCTRL  Move left
RIGHT+RCTRL Move right
A           Move up
Z           Move down
F4+ALT      Toggle showing the first wall
+LSHIFT     Speed up movements

LEFT    Turn left
RIGHT   Turn right
A+CTRL  Look down
Z+CTRL  Look up

' V   Set sector visibility
; V   Set sector visibility on all selected sectors
V     Choose tile
3     Toggle "sector over sector".
F3    Toggle mouselook
' BACKSPACE  Clear all flags for wall/sprite
' P   Paste palette to all selected sectors
; P   Paste palette to all selected sectors & sprites
DEL   Delete sprite
F6    Toggle automatic Sector Effector help
F7    Toggle automatic sector tag help

,     Rotate sprite
.     Rotate sprite
<     Slowly rotate sprite
>     Slowly rotate sprite
.     Search & fix panning of the wall to the right

' L   Change the coordinates of the current object
CAPS LOCK  Cycle zmode
' Z   Cycle zmode
' M   Set the extra of the current object
1     Toggle one-sided flag of sprite/wall
2     Toggle bottom wall swapping
O     Set top or bottom orientation of wall
O     Ornament sprite flat onto wall
M     Toggle masked wall
H     Toggle hitscan sensitivity
H+SHIFT  Toggle one side hitscan sensitivity for the wall
' H   Set hitag of the current object

KP_MINUS            Darkens shade of individual sector/wall/sprite or selected sectors
KP_MINUS+ALT        Decreases visibility of sector or selected sectors
KP_MINUS+ALT+SHIFT  Slowly decreases visibility of sector or selected sectors
KP_MINUS+ALT+CTRL   Decreases global visibility
KP_PLUS             Lightens shade individual sector/wall/sprite or selected sectors
KP_PLUS+ALT         Increases visibility of sector or selected sectors
KP_PLUS+ALT+SHIFT   Slowly increases visibility of sector or selected sectors
KP_PLUS+ALT+CTRL    Increases global visibility
^3Note: ALT, CTRL, SHIFT are modifiers so they work with mouse too.

+/-    Cycle tile
E      Toggle sector texture expansion
R      Toggle sector texture relativity alignment
R      Cycle sprite aligment between: wall aligned, floor aligned, view aligned
'R     Toggle framerate
F      Flip the current object
F+ALT  Set the first wall of sector

PAGE UP      Move selected sprites or sectors up
PAGE DN      Move selected sprites or sectors down
PAGE UP+CTRL Move selected sprites to ceiling
PAGE DN+CTRL Move selected sprites to floor
+CTRL        Speed up movement
+END         Slow down movement
+HOME        Slow down movement even more
^3Note: CTRL, HOME, END are modifiers, so they work with the mouse too.

' D      Cycle skill level
' X      Toggle sprite shade preview
' W      Toggle sprite display
' Y      Toggle purple background
' C      Copy shade from the clipboard to all objects in the map which are the same
          tile as the tile of the object in the clipboard. It works separately for
          sectors/walls/sprites depending on the current object.
' T      Set lotag
' H      Set hitag
' S      Set shade
F2       Toggle clipboard preview
TAB      Copy to the clipboard
F1       Toggle help
G        Set picnum
B        Toggle blocking
B+SHIFT  Toggle one side blocking for the wall
T        Cycles translucence for sprites/masked walls

LENTER+CTRL+SHIFT  Autoshade wall
' LENTER           Paste picnum only
LENTER+SHIFT       Paste shade and palette onto the current object
LENTER+CTRL        Paste picnum, shading, and palette onto the current object
LENTER             Paste all properties onto the current object

' A  Toggle autosave. The interval is configurable in the .cfg.
     (by default: every 3 minutes)

' N        Toggle clipping for the camera
N+CTRL     Toggle clipping for sprites

S+CTRL     Save map
L+CTRL     Load map

ESC        Quit
F11        Brightness
F12        Screenshot
F12+SHIFT  Inverted screenshot
F9         Reload and activate maphacks
F10        Disable maphacks

C          Toggle center sprite (cstat 128)
ALT+C      Replace all tiles in the map with the clipboard

[          Increases slope quickly
[+RSHIFT   Increases slope with medium speed
[+LSHIFT   Increases slope slowly
[+ALT      Align slope to the floor of an adjoining sector
]          Decreases slope quickly
]+RSHIFT   Decreases slope with medium speed
]+LSHIFT   Decreases slope slowly
]+ALT      Align slope to the ceiling of an adjoining sector

KP_4       Pan floor/ceiling horizontally
KP_6       Pan floor/ceiling horizontally
KP_2       Pan floor/ceiling vertically
KP_8       Pan floor/ceiling vertically
KP_4       Scale wall/sprite horizontally
KP_6       Scale wall/sprite horizontally
KP_2       Scale wall/sprite vertically
KP_8       Scale wall/sprite vertically
+SHIFT     Force panning (for walls)
+KP_5      Increase speed

/          Reset panning, size and flags to defaults
/+SHIFT    Make square - set xrepeat to yrepeat

P          Enable/disable parallax
P+CTRL     Change parallax type (only in 8-bit classic renderer)
P+ALT      Change palette of sector/wall/sprite
D+ALT      Adjust clipping distance of the sprite
T          Translucence for sprites/masked walls
S          Insert sprite
KP_ENTER   Switch to 2D mode
^P
After pressing V in 3D mode, the editor enters tile browsing.

^3Keys:
KP_/  Zoom in
KP_*  Zoom out
UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN movements
G  Go to specified tile
U  Go to start of user defined art (3584)
A  Go to start of Atomic edition's art (4096)
E  Go to start of extended art (6144, 9216)

V      Select from all tiles
T      Select from pre-defined tileset (tiles.cfg)
Z      Tile zoom
ESC    Cancel
ENTER  Accept

^3Mouse:
LEFT        select
CTRL+WHEEL  zoom
WHEEL       scroll
RIGHT       smooth scrolling
^P
 0  : Rotating Sector
 1  : Pivot Sprite for SE 0
 2  : Earthquake
 3  : Random Lights After Shot Out
 4  : Random Lights
 6  : Subway
 7  : Teleporter
 8  : Up Open Door Lights
 9  : Down Open Door Lights
 10 : Door Auto Close (Hitag = Delay)
 11 : Rotate Sector Door
 12 : Light Switch
 13 : C-9 Explosive
 14 : Subway Car
 15 : Slide Door (ST 25)
 16 : Rotate Reactor Sector
 17 : Elevator Transport (ST 15)
 18 : Incremental Sector Rise/Fall
 19 : Explosion Lowers Ceiling
 20 : Stretch (ST 27)
 21 : Drop Floor (ST 28)
 22 : Teeth Door Prong (ST 29)
 23 : One-Way Teleporter Destination
 24 : Conveyor Belt or Water Current
 25 : Engine Piston
 27 : Demo Camera
 28 : Lightning
 29 : Float (for Waves)
 30 : Two-Way Train (ST 31)
 31 : Floor Rise/Fall
 32 : Ceiling Rise/Fall
 33 : Earthquake Debris
 36 : Projectile Shooter
^P
 1  : Above Water (SE 7)
 2  : Underwater (SE 7)
 9  : Sliding Star Trek Doors
 15 : Elevator Transport (SE 17)
 16 : Elevator Platform Down
 17 : Elevator Platform Up
 18 : Elevator Down
 19 : Elevator Up
 20 : Ceiling Door
 21 : Floor Door
 22 : Splitting Door
 23 : Swinging Door
 25 : Sliding Door (SE 15)
 26 : Splitting Star Trek Door
 27 : Stretch (SE 20)
 28 : Drop Floor (SE 21)
 29 : Teeth Door Prong (SE 22)
 30 : Rotate and Rise Bridge
 31 : Two-Way Train (SE 30)
 10+++ : One-Time Sound
 32767 : Secret Room
 65534 : End Of Level with Message (sector hitag: sound #)
 65535 : End Of Level
^P
^3SE 0/1: ROTATED SECTOR
   SE1: pivot
      Ang: up--clockwise, down--counterclockwise
   SE0: a sector to rotate
      Hi = SE1 Hi

^3SE 2: EARTHQUAKE
   In quake sector, modeled as after the quake, insert additionally:
      MASTERSWITCH
         Lo=X
   In other sector:
      TOUCHPLATE
         Lo=X
   Anywhere:
      SE33: scraps
         Hi=X

^3SE 3: RANDOM LIGHTS AFTER SHOT OUT
   Light is wall:
      2-way, blockable?
      Lo=X
   Light is ceiling:
      sector Hi=X
   SE 3 in affected sector:
      Hi=X
   Shades/pals:
      sectors/walls: when off
      SE: when on

^3SE 4: RANDOM LIGHTS
   Hi: random blink num. ^0(research!)
   Shades/pals:
      sectors/walls: when off
      SE: when on

^3SE 5: ?

^3SE 6/14: SUBWAY
   subway sectors:
      Hi=unique per train
   SE 6: SUBWAY FRONT CAR
      Ang: direction of first movement
      GPSPEED:
          Lo: speed (default: 256)
   SE 14: SUBWAY PULLED CARS
   Locators:
      starting with Lo=0, ascending
      Hi=1: train stops here

^3SE 7: TRANSPORT
   Hi=X link

^3SE 8: UP OPEN DOOR LIGHTS (with ST 20)
   SE 8 also in door sector
   Hi=X links with other SE8 sprites
   Shades:
      sectors/walls: when closed
      SE: when open
   Walls:
      Hi=1 means exclude this wall from changing shade

^3SE 9: DOWN OPEN DOOR LIGHTS (with ST 21)
   analogous SE 8

^3SE 10: ?

^3SE 11: ROTATE SECTOR DOOR
   Ang: up--clockwise, down--counterclockwise
   Hi: link doors to be opened simulataneously
   ST=23

^3SE 12: LIGHT SWITCH  (preview with 'X)
   Hi=X
   Shades:
      sectors/walls: when off
      SE: when on
   [switch]:
      Lo=X

^3SEENINE: C-9 BARREL
      Hi=X
      Lo=delay ^0(>0? game ticks?)
   In all sectors with SEENINEs:
      MASTERSWITCH Lo=X
   [switch]:
      Lo=X

^3SE 13: C-9 EXPLOSIVE/BLASTABLE WALL
   CRACKs/SEENINEs: Hi=X
   SE 13: Hi=X
   other SEENINEs:
      Hi=X
      Lo=delay

^3SE 15: SLIDING DOOR (ST=25)
   Ang: opposite of direction of first movement
   GPSPEED:
      2*Lo: how far (BUILD units)

^3SE 17: ELEVATOR TRANSPORT
   Shade: darker on SE of starting sector
   Sectors:
      ST=15
      Top floor sector Hi=1

^3SE 18: INCREMENTAL SECTOR RISE/FALL
   Hi: units moved per activation (min: 1024?)
   Ang:
      up--floor affected
      down--ceiling affected
   Pal:
      0: start at floor/ceiling height
      not 0: start at SE height
   [switch] & ACTIVATOR ^0(in same sector as SE?):
      Lo=X

^3SE 19: SHOT TOUCHPLATE CIELING DOWN

^3SE 20: BRIDGE/STRETCH SECTOR (ST 27)
   Ang: direction
   ACTIVATOR
      Hi = SE Hi = [switch] Lo
   GPSPEED
      Lo: how far (BUILD units)

^3SE 21: DROP FLOOR (ST 28)
   Ang:
      up: drop ceiling
      down: drop floor
   z: end z ^0(())
   Sector:
      z: start z ^0(())
   GPSPEED
      Lo: rate ^0(units?)
   ACTIVATOR
      Lo = [switch] Lo

^3SE 24: CONVEYOR BELT
   Ang: direction
   GPSPEED:
      Lo=speed

^3SE 25: ENGINE PISTON (CRUSHER)
   z: starting z
   Sector:
      piston travels between ceiling z and floor z

^3SE 27: CAMERA FOR PLAYBACK
   Hi: radius (BUILD units?)

^3SE 28: LIGHTNING
   Hi = tile #4890 Hi

^3SE 29: WAVES
   Hi: start height (phase)
   GPSPEED Lo: amplitude (default: 256)

^0 Based on
^0  * MAP EDITING FAQ v1.3 BY JONAH BISHOP
^0  * The Duke Nukem 3D Informational Suite by Ryan Lennox
^0  * code research
^P
Foreground colors:
^0,15 0 ^1,0 1 ^2 2 ^3 3 ^4 4 ^5 5 ^6 6 ^7 7
^8 8 ^9 9 ^10 10^11 11^12 12^13 13^14 14^15 15

Background colors:
^15,0 0 ^0,1 1 ^0,2 2 ^0,3 3 ^0,4 4 ^0,5 5 ^0,6 6 ^0,7 7
^0,8 8 ^0,9 9 ^0,10 10^0,11 11^0,12 12^0,13 13^0,14 14^0,15 15