# Mirrors

Start out making three sectors: one large room on the bottom which will be our room to be mirrored, one middle sector which will hold the mirror, and the third which will be used by the game to generate the mirrored image. Make the third room is bigger than the to-be-mirrored sector, but make sure it is the same floor/ceiling height as the sector which "holds" the mirror. For some reason, if the larger room is at different heights, you'll get HOM when Duke ducks down. It is crucial that the room be larger than any space the mirror could possibly see. |

Switch to 3d mode and alter the floor/ceiling heights so they resemble the picture. Make the floor of the top sector higher than the other two for right now. Make the mirror sector wherever you wish; here I've made it a few notches higher than the main room, and a little bit lower. I've also changed the tile of the top sector so that we can discern more easily from the other walls. |

Point at the wall (which I've made red here) of the top sector and hit '1'. This will make it a one-way wall. You should see a tile fill the gap between the floor and ceiling of the top sector. Point at this wall and change its tile to tile number 560, which isn't very easy to spot, even in 320x200 mode. It is named mirror, fortunately. |

While still pointing at the wall, hit both 'B' and then 'H'. This will make that wall both blocking and hitscan, which will prevent us from walking through it, and also make it sensitive to ammo hits. If you switch back over to 2d mode, you will see the wall appear a bright pink. |

Move your white pointer into the top sector (which you'll no longer be able to do in 3d mode with the wall blocked) and switch back over to 3d mode. Move the floor of the top sector down below the bottom sector, and make sure the ceiling is higher than the bottom sector as well. |

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