-------------------------------- EXAMPLE.MAP Documentation Written By Keith Schuler (c) 1997 3D Realms Entertainment -------------------------------- EXAMPLE.MAP demonstrates most of the map functionality in Shadow Warrior, usually in the simplest possible way. For more advanced examples, look in the game maps. This document describes what can be found in EXAMPLE.MAP and where. The map is divided into several similar rooms arranged in a grid- like fashion. Columns are labeled by blue letters, while rows are labeled by red letters. For example, to find room BC, you would start in room AA (upper left corner) then look two rooms to the right and three rooms down. Refer to these documents in the \GOODIES\DOC directory on your Shadow Warrior CD for other important information: ADVANCED.TXT - Brief explanations of room-over-room, sector objects, and other advanced Shadow Warrior mapping topics. EDITART.TXT - Instructions and reference for using the EDITART program. EXAMPLE.TXT - Documentation to accompany EXAMPLE.MAP, which includes demonstrations of almost all of Shadow Warrior's map functionality. SLABSPRI.TXT - Instructions and reference for using the SLABSPRI program. SWSOUNDS.TXT - An index of the sound effects and ambient sounds. SPRITAGS.TXT - Sprite tagging reference. Your guide to all the special sprites in Shadow Warrior and how to use them. SWBUILD.TXT - A tutorial and reference guide to using the BUILD editor. WALLTAGS.TXT - Wall and sector tagging reference. These are all the wall and sector tags used in Shadow Warrior. ----------------------------------------------------------------------------- -------- COLUMN A -------- AA. Sector depth, sector current, water drips TAGS: 0 SECT_SINK 3 SECT_CURRENT 1006 DRIP_GENERATOR AB. Translucent water (bound with area AD) TAGS: 98 FLOOR_Z_ADJUST 111 VIEW_LEVEL2 121 VIEW_THRU_FLOOR 136 CEILING_FLOOR_PIC_OVERRIDE 202 BOUND_FLOOR_BASE_OFFSET AC. Room under room (bound with area AE) TAGS: 110 VIEW_LEVEL1 120 VIEW_THRU_CEILING 202 BOUND_FLOOR_BASE_OFFSET AD. Under translucent water (bound with area AB) TAGS: 8 SECT_UNDERWATER 110 VIEW_LEVEL1 120 VIEW_THRU_CEILING 136 CEILING_FLOOR_PIC_OVERRIDE 203 BOUND_FLOOR_OFFSET AE. Room over room (bound with area AC) TAGS: 111 VIEW_LEVEL2 121 VIEW_THRU_FLOOR 203 BOUND_FLOOR_OFFSET -------- Column B -------- BA. Diving water TAGS: 7 SECT_DIVE_AREA 8 SECT_UNDERWATER 9 SECT_UNDERWATER2 BB. Wall and floor texture panning, conveyor belt TAGS: 0 SECT_SINK 3 SECT_CURRENT 19 SECT_FLOOR_PAN 21 SECT_CEILING_PAN 23 WALL_PAN_SPEED 148 WALL_DONT_STICK BC. Ladders, actor block TAGS: 30 SPRI_CLIMB_MARKER 38 SECT_ACTOR_BLOCK WALL TAGS: 305 TAG_WALL_CLIMB BD. Missle traps TAGS: 43 FIREBALL_TRAP 44 BOLT_TRAP 63 SPEAR_TRAP SECTOR TAGS: 43 TAG_TRIGGER_MISSILE_TRAP BE. Parallax level, don't copy palette TAGS: 46 PARALLAX_LEVEL 47 SECT_DONT_COPY_PALETTE BF. Continuous and triggered lava eruption TAGS: 56 LAVA_ERUPT 140 TRIGGER_SECTOR -------- Column C -------- CA. Visible/invisible crack triggers, exploding ceiling/floor TAGS: 57 SECT_EXPLODING_CEIL_FLOOR 257 TAG_SPRITE_HIT_MATCH CB. Copying sectors TAGS: 58 SECT_COPY_DEST 59 SECT_COPY_SOURCE 211 TAG_SWITCH_EVERYTHING CC. Spawning various debris TAGS: 69 SPAWN_SPOT 211 TAG_SWITCH_EVERYTHING CD. Floor and sector damage, teleporters TAGS: 82 SECT_DAMAGE 84 WARP_TELEPORTER CE. Warp copy sprite,ceiling/floor teleporters, slope don't draw, floor depth TAGS: 85 WARP_CEILING_PLANE 86 WARP_FLOOR_PLANE 87 WARP_COPY_SPRITE1 88 WARP_COPY_SPRITE2 98 FLOOR_Z_ADJUST 99 FLOOR_SLOPE_DONT_DRAW -------- Column D -------- DA. Dentable walls TAGS: 103 SECT_WALL_MOVE 104 SECT_WALL_MOVE_CANSEE DB. Vators (doors, stompers, lifts) TAGS: 92 SECT_VATOR 134 SOUND_SPOT 206 TAG_SPRITE_SWITCH_VATOR DC. Spikes (dynamic slopes, ramps) TAGS: 106 SECT_SPIKE 206 TAG_SPRITE_SWITCH_VATOR DD. Lighting effects, colored light, shootable lights, door open/light on TAGS: 108 LIGHTING 211 TAG_SWITCH_EVERYTHING DE. Earthquake, breakable masked wall, breakable solid wall, breakable/unbreakable sprites TAGS: 69 SPAWN_SPOT 132 BREAKABLE_SPRITE 133 QUAKE_SPOT WALL TAGS: 307 TAG_WALL_BREAK SECTOR TAGS: 211 TAG_TRIGGER_EVERYTHING DF. Slide, deleting sprites, ladder TAGS: 30 SPRI_CLIMB_MARKER 135 SLIDE_SECTOR 141 DELETE_SPRITE 211 TAG_SWITCH_EVERYTHING WALL TAGS: 305 TAG_WALL_CLIMB -------- Column E -------- EA. Rotating doors, masked and solid sliding doors, combo switch TAGS: 143 SECT_ROTATOR 144 SECT_ROTATOR_PIVOT 145 SECT_SLIDOR 213 TAG_COMBO_SWITCH_EVERYTHING EB. Changing sector attributes, spawning items, locked doors, sound shutoff TAGS: 29 SECT_LOCK_DOOR 69 SPAWN_SPOT 134 SOUND_SPOT 146 SECT_CHANGOR 148 WALL_DONT_STICK 149 SPAWN_ITEMS 150 STOP_SOUND_SPOT 257 TAG_SPRITE_HIT_MATCH SECTOR TAGS: 212 TAG_TRIGGER_EVERYTHING_ONCE EC. Sector objects, sprite sector objects, amoeba, ambient sound TAGS: 5 SECT_NO_RIDE 31 SECT_SO_SPRITE_OBJ 50 SO_SPIN 51 SO_SPIN_REVERSE 75 SO_AMOEBA 500 series SECT_SO_BOUNDING 1002 AMBIENT_SOUND WALL TAGS: 504 TAG_WALL_LOOP_OUTER SECTOR TAGS: 500 series TAG_OBJECT_CENTER ED. Tornado, ambient sound TAGS: 72 SO_SLOPE_CEILING_TO_POINT 73 SO_TORNADO 500 series SECT_SO_BOUNDING 1002 AMBIENT_SOUND WALL TAGS: 504 TAG_WALL_LOOP_OUTER 550 TAG_WALL_ALIGN_SLOPE_TO_POINT SECTOR TAGS: 500 series TAG_OBJECT_CENTER EE. Scaleable sector objects, destructible sector objects, driveable turrets, auto turrets TAGS: 1 SECT_OPERATIONAL 16 SO_ANGLE 62 SHOOT_POINT 68 SO_LIMIT_TURN 70 SO_MATCH_EVENT 76 SO_MAX_DAMAGE 80 SO_KILLABLE 81 SO_AUTO_TURRET 100 SO_SCALE_INFO 500 series SECT_SO_BOUNDING WALL TAGS: 504 TAG_WALL_LOOP_OUTER SECTOR TAGS: 500 series TAG_OBJECT_CENTER EF. Driveable, remote driveable TAGS: 1 SECT_OPERATIONAL 16 SO_ANGLE 62 SHOOT_POINT 140 TRIGGER_SECTOR 147 SO_DRIVEABLE_ATTRIB 500 series SECT_SO_BOUNDING WALL TAGS: 504 TAG_WALL_LOOP_OUTER SECTOR TAGS: 500 series TAG_OBJECT_CENTER -------- Column F -------- FA. Actors on tracks, sector objects on tracks TAGS: 16 SO_ANGLE 55 SO_TURN_SPEED 500 series SECT_SO_BOUNDING TRACK TAGS: 700 TRACK_START 701 TRACK_END 702 TRACK_SET_SPEED 782 TRACK_ACTOR_ATTACK1 WALL TAGS: 504 TAG_WALL_LOOP_OUTER SECTOR TAGS: 500 series TAG_OBJECT_CENTER FB. Binding sector objects over dive sectors, sector objects waiting for events, sector object not rotating (bound with area FF) TAGS: 0 SECT_SINK 7 SECT_DIVE_AREA 45 SECT_SO_DONT_ROTATE 202 BOUND_FLOOR_BASE_OFFSET 211 TAG_SWITCH_EVERYTHING 500 series TAG_OBJECT_CENTER TRACK TAGS: 700 TRACK_START 701 TRACK_END 702 TRACK_SET_SPEED 726 TRACK_WAIT_FOR_EVENT WALL TAGS: 504 TAG_WALL_LOOP_OUTER SECTOR TAGS: 500 series TAG_OBJECT_CENTER FC. Binding sector objects under rooms (bound with area FE) TAGS: 5 SECT_NO_RIDE 30 SPRI_CLIMB_MARKER 75 SO_AMOEBA 110 VIEW_LEVEL1 120 VIEW_THRU_CEILING 202 BOUND_FLOOR_BASE_OFFSET 500 series TAG_OBJECT_CENTER TRACK TAGS: 700 TRACK_START 701 TRACK_END WALL TAGS: 305 TAG_WALL_CLIMB 504 TAG_WALL_LOOP_OUTER SECTOR TAGS: 500 series TAG_OBJECT_CENTER FD. Mirrors, demo cameras, speed affecting wall tags TAGS: 5 SECT_NO_RIDE 66 DEMO_CAMERA 304 TAG_ROTATE_SO_SWITCH 500 series TAG_OBJECT_CENTER WALL TAGS: 500 TAG_WALL_LOOP_DONT_SPIN 503 TAG_WALL_LOOP_SPIN_4X 504 TAG_WALL_LOOP_OUTER SECTOR TAGS: 500 series TAG_OBJECT_CENTER FE. Binding sector objects over rooms (bound with area FC) TAGS: 5 SECT_NO_RIDE 111 VIEW_LEVEL2 121 VIEW_THRU_FLOOR 203 BOUND_FLOOR_OFFSET WALL TAGS: 305 TAG_WALL_CLIMB 504 TAG_WALL_LOOP_OUTER FF. Binding sector objects under dive sectors (bound with area FB) TAGS: 5 SECT_NO_RIDE 8 SECT_UNDERWATER 203 BOUND_FLOOR_OFFSET WALL TAGS: 504 TAG_WALL_LOOP_OUTER -------- Column G -------- GA. Sine wave floors and ceilings SECTOR TAGS: 400 TAG_SINE_WAVE_FLOOR 420 TAG_SINE_WAVE_CEILING 440 TAG_SINE_WAVE_BOTH GB. Sine wave walls, secret areas, tv cameras TAGS: 1000 MIRROR_CAM WALL TAGS: 300 TAG_WALL_SINE_Y_BEGIN 301 TAG_WALL_SINE_X_BEGIN 302 TAG_WALL_SINE_Y_END 303 TAG_WALL_SINE_X_END 306 TV_CAMERA_SCREEN SECTOR TAGS: 217 TAG_SECRET_AREA_TRIGGER GC. Exit switch, exit triggers, actor spawn triggers, magic cameras, activate wall sound TAGS: 116 TAG_LEVEL_EXIT_SWITCH 203 TAG_SPAWN_ACTOR 1000 MIRROR_CAM WALL TAGS: 306 TV_CAMERA_SCREEN 900 TAG_WALL_PLAY_SOUND (hitag) SECTOR TAGS: 116 TAG_LEVEL_EXIT_TRIGGER 216 TAG_SPAWN_ACTOR_TRIGGER