I wanna share some tips regarding the level editor, which I found and used myself to create my level.
Moving Objects, the Easy Way
Let's say you're working on your map, but there's an Actor/Mesh you want to copy/move all the way to the other side of your map and you don't want to drag it all the way there.
"Yes, this guy will do it""Copy that"Well all you have to do is select the actor/mesh you want to move and then find an actor/mesh close to where you want to move it and select it, so you should now have two actors/meshes selected.
Now take a look at the coordinates of both actors selected, the Editor always remembers your last selection, so it doesn't matter if one actor is at 0,0,0 and the other is at 2000,1050,-350, the Editor will prioritize the last object selected in the transform bar, now go ahead and put your cursor as if you were to manually edit the coordinates and press Enter once for each axis.
And just like that, the priest is now close to where I want him to be, and it doesn't matter if you want to move one or 100 actors/meshes, this little trick will always work.
Creating Pixel Perfect Ceilings
So you're working on your map when this temple comes in and slaps your face demanding pixel perfect ceilings.
What do you do?
Well you make that temple your bitch.
First you start by laying down your vertex points on the floor as you normally would.
Next, with ray trace turned on, lay 6 (or more) vertex points around the edges of where the ceiling would start.
After you've laid down all these "ceiling" vertex points, select all of them.
Once you've selected all of the above, select one vertex point at ground level (
FIG. 1), move to the transform bar, then under the Z axis, double click on the number there and press Enter (
FIG. 2).
"FIG. 1""FIG. 2"And bingo! Now your vertex points are at ground level, but we're not done here, let's make sectors AROUND the building.
Now that our regular sectors are around the building, it's time to make sectors with ceilings.
This is how it should look like when you're done, pixel perfect ceilings, now Turok won't be able to clip through the mesh!
Hopefully this will make someone's life a bit easier whenever they are ready to make a new map.