With a specially positioned sprite, you can make an elevator visit multiple floors! To avoid the confusion of using the word "floor" to mean two different things, I will be referring to the floors as "levels". To keep things simple, I will only be using three levels in this demonstration. I do not claim credit for this effect. I can't remember where I first read about it.
Create an elevator and three levels. For this particular setup, the elevator shall be tagged [0,17]
. Raise the elevator's ceiling 32 PGUP
units. Don't alter the height of the elevator's floor. Raise the second
level's floor and ceiling 16 units. Raise the third level's floor and
ceiling 32 units.
Place a floor-aligned, blocked/hittable sprite within the elevator. Raise it 16 units so it matches the height of the second level's floor. Texture it with an elevator floor texture, and resize it to fit the elevator. There are two ways to stop the sprite from jittering during elevator usage: (1) Make the sprite collapsable by assigning it a unique Hi-Tag. This will stop the jittering effect entirely, with the downside of the the sprite being destructible; (2) Reduce the speed of the elevator. This drastically hinders the sprite's jittering, although it will still be present.
Notes:
- The elevator is not limited to three levels. You could use more sprites to visit even more levels.
- Elevators carry sprites of every alignment (even wall-alignment). This makes it possible to construct entire elevators from sprites, then raise them high above the actual elevator floor, giving the impression of a "true" elevator.
- There is a much, much more in-depth guide to this effect by "Semicharm". It uses a different method, involving floor-rise effects (named "stop" sectors) attached to the elevator sector. By manipulating these "stop" sectors, you can control which floor the elevator will stop at. This method is more realistic, but is also more complex and technical, as well as being more prone to glitches if not done carefully. It is beyond the scope of explaining in a single page of this guide. If you're interested, it can be downloaded from the Duke Nukem Repository.