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EXAMPLE.TXT
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1997-08-25
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--------------------------------
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