BTW,
I for some reason I had to swap the X and the Z order in the loop. I'm not a 3d person and I had to REM out your textures so I can't fully see the effect you are going for. Someone who does 3d can probably elaborate on why the ordering is important. The other thing that I noticed was that the level image cam out upside-down compared to the data. I am figuring that this is do to the object position command parameters. Here is the code with the textures commented out.
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`include files
`#include "level1.dba"
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`setup
hide mouse
sync on
sync rate 0
autocam off
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`load textures
`load image "tex\dude.bmp",1
`load image "tex\floor1.bmp",20
`load image "tex\innerwall.bmp",21
`load image "tex\wall-hor.bmp",22
`load image "tex\bluedoorwall.bmp",23
`load image "tex\bluecard.bmp",50
`load image "tex\baddude.bmp",2
`load image "tex\left-corner.bmp",24
`load image "tex\right-corner.bmp",25
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`load level
`make level
obj=499
restore level1
for z=1 to 10
for x=1 to 30
read level
if level=1
obj=obj+1
make object plain obj,1,1
xrotate object obj,90
fix object pivot obj
`texture object obj,20
set object collision off obj
position object obj,x,0,z
endif
if level=2
obj=obj+1
make object plain obj,1,1
xrotate object obj,90
fix object pivot obj
`texture object obj,21
position object obj,x,0,z
make object collision box obj,-.5,-.5,-.5,.5,.5,.5,0
endif
if level=3
obj=obj+1
make object plain obj,1,1
xrotate object obj,90
fix object pivot obj
`texture object obj,22
position object obj,x,0,z
make object collision box obj,-.5,-.5,-.5,.5,.5,.5,0
endif
if level=4
obj=obj+1
make object plain obj,1,1
xrotate object obj,90
fix object pivot obj
yrotate object obj,90
fix object pivot obj
`texture object obj,22
position object obj,x,0,z
make object collision box obj,-.5,-.5,-.5,.5,.5,.5,0
endif
if level=5
obj=obj+1
make object plain obj,1,1
xrotate object obj,90
fix object pivot obj
yrotate object obj,180
fix object pivot obj
`texture object obj,22
position object obj,x,0,z
make object collision box obj,-.5,-.5,-.5,.5,.5,.5,0
endif
if level=6
obj=obj+1
make object plain obj,1,1
xrotate object obj,90
fix object pivot obj
yrotate object obj,270
fix object pivot obj
`texture object obj,22
position object obj,x,0,z
make object collision box obj,-.5,-.5,-.5,.5,.5,.5,0
endif
if level=7
obj=obj+1
make object plain obj,1,1
xrotate object obj,90
fix object pivot obj
`texture object obj,24
position object obj,x,0,z
make object collision box obj,-.5,-.5,-.5,.5,.5,.5,0
endif
if level=8
obj=obj+1
make object plain obj,1,1
xrotate object obj,90
fix object pivot obj
`texture object obj,25
position object obj,x,0,z
make object collision box obj,-.5,-.5,-.5,.5,.5,.5,0
endif
next x
next z
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`//////////////////////////////////////////////////////
`main loop
do
`controls
if upkey()=1 then z#=z#+.5
if downkey()=1 then z#=z#-.5
if rightkey()=1 then x#=x#+.5
if leftkey()=1 then x#=x#-.5
`cam
position camera x#,10,z#
xrotate camera 90
`sync and loop
sync
loop
`level data
level1:
data 0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,0,0,5,5,0
data 6,1,1,1,1,1,1,1,1,1,4,0,0,0,0,0,6,1,1,1,1,1,1,1,1,4,6,1,1,5
data 6,1,1,2,1,1,2,2,1,2,4,0,0,0,0,0,6,1,2,2,2,1,2,1,2,4,6,1,2,5
data 6,1,2,1,2,1,1,1,2,2,7,0,0,0,0,0,8,1,2,1,1,1,2,1,1,4,6,1,1,5
data 6,2,1,1,1,2,1,1,2,1,1,7,0,0,0,8,1,1,2,2,2,1,2,1,2,4,6,1,1,5
data 6,1,1,1,1,2,2,1,1,1,1,1,7,0,6,1,2,2,1,1,1,2,2,1,2,4,6,2,1,5
data 6,1,2,2,1,2,1,1,1,1,1,2,1,4,6,1,1,1,1,1,1,1,2,1,1,4,6,1,1,5
data 6,1,1,2,1,2,1,1,1,1,1,1,1,4,6,2,2,2,2,2,2,1,2,1,1,4,6,1,1,5
data 6,1,1,2,1,1,1,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
data 0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0