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  1. --------------------------------
  2. EXAMPLE.MAP Documentation
  3. Written By Keith Schuler
  4. (c) 1997 3D Realms Entertainment
  5. --------------------------------
  6.  
  7. EXAMPLE.MAP demonstrates most of the map functionality in Shadow Warrior,
  8. usually in the simplest possible way. For more advanced examples, look in
  9. the game maps. This document describes what can be found in EXAMPLE.MAP and
  10. where. The map is divided into several similar rooms arranged in a grid-
  11. like fashion. Columns are labeled by blue letters, while rows are labeled
  12. by red letters. For example, to find room BC, you would start in room AA
  13. (upper left corner) then look two rooms to the right and three rooms down.
  14.  
  15. Refer to these documents in the \GOODIES\DOC directory on your Shadow
  16. Warrior CD for other important information:
  17.  
  18. ADVANCED.TXT - Brief explanations of room-over-room, sector objects, and
  19. other advanced Shadow Warrior mapping topics.
  20. EDITART.TXT  - Instructions and reference for using the EDITART program.
  21. EXAMPLE.TXT  - Documentation to accompany EXAMPLE.MAP, which includes
  22. demonstrations of almost all of Shadow Warrior's map functionality.
  23. SLABSPRI.TXT - Instructions and reference for using the SLABSPRI program.
  24. SWSOUNDS.TXT - An index of the sound effects and ambient sounds.
  25. SPRITAGS.TXT - Sprite tagging reference. Your guide to all the special
  26. sprites in Shadow Warrior and how to use them.
  27. SWBUILD.TXT  - A tutorial and reference guide to using the BUILD editor.
  28. WALLTAGS.TXT - Wall and sector tagging reference. These are all the wall and
  29. sector tags used in Shadow Warrior.
  30. -----------------------------------------------------------------------------
  31.  
  32. --------
  33. COLUMN A
  34. --------
  35.  
  36. AA. Sector depth, sector current, water drips
  37.         TAGS:
  38.                 0    SECT_SINK
  39.                 3    SECT_CURRENT
  40.                 1006 DRIP_GENERATOR
  41.  
  42. AB. Translucent water (bound with area AD)
  43.         TAGS:
  44.                 98  FLOOR_Z_ADJUST
  45.                 111 VIEW_LEVEL2
  46.                 121 VIEW_THRU_FLOOR
  47.                 136 CEILING_FLOOR_PIC_OVERRIDE
  48.                 202 BOUND_FLOOR_BASE_OFFSET
  49.  
  50. AC. Room under room (bound with area AE)
  51.         TAGS:
  52.                 110 VIEW_LEVEL1
  53.                 120 VIEW_THRU_CEILING
  54.                 202 BOUND_FLOOR_BASE_OFFSET
  55.  
  56. AD. Under translucent water (bound with area AB)
  57.         TAGS:
  58.                 8   SECT_UNDERWATER
  59.                 110 VIEW_LEVEL1
  60.                 120 VIEW_THRU_CEILING
  61.                 136 CEILING_FLOOR_PIC_OVERRIDE
  62.                 203 BOUND_FLOOR_OFFSET
  63.  
  64. AE. Room over room (bound with area AC)
  65.         TAGS:
  66.                 111 VIEW_LEVEL2
  67.                 121 VIEW_THRU_FLOOR
  68.                 203 BOUND_FLOOR_OFFSET
  69.  
  70.  
  71. --------
  72. Column B
  73. --------
  74.  
  75. BA. Diving water
  76.         TAGS:
  77.                 7 SECT_DIVE_AREA
  78.                 8 SECT_UNDERWATER
  79.                 9 SECT_UNDERWATER2
  80.  
  81. BB. Wall and floor texture panning, conveyor belt
  82.         TAGS:
  83.                 0   SECT_SINK
  84.                 3   SECT_CURRENT
  85.                 19  SECT_FLOOR_PAN
  86.                 21  SECT_CEILING_PAN
  87.                 23  WALL_PAN_SPEED
  88.                 148 WALL_DONT_STICK
  89.  
  90. BC. Ladders, actor block
  91.         TAGS:
  92.                 30  SPRI_CLIMB_MARKER
  93.                 38  SECT_ACTOR_BLOCK
  94.         WALL TAGS:
  95.                 305 TAG_WALL_CLIMB
  96.  
  97. BD. Missle traps
  98.         TAGS:
  99.                 43 FIREBALL_TRAP
  100.                 44 BOLT_TRAP
  101.                 63 SPEAR_TRAP
  102.         SECTOR TAGS:
  103.                 43 TAG_TRIGGER_MISSILE_TRAP
  104.  
  105. BE. Parallax level, don't copy palette
  106.         TAGS:
  107.                 46 PARALLAX_LEVEL
  108.                 47 SECT_DONT_COPY_PALETTE
  109.  
  110. BF. Continuous and triggered lava eruption
  111.         TAGS:
  112.                 56  LAVA_ERUPT
  113.                 140 TRIGGER_SECTOR
  114.  
  115.  
  116. --------
  117. Column C
  118. --------
  119.  
  120. CA. Visible/invisible crack triggers, exploding ceiling/floor
  121.         TAGS:
  122.                 57  SECT_EXPLODING_CEIL_FLOOR
  123.                 257 TAG_SPRITE_HIT_MATCH
  124.  
  125. CB. Copying sectors
  126.         TAGS:
  127.                 58  SECT_COPY_DEST
  128.                 59  SECT_COPY_SOURCE
  129.                 211 TAG_SWITCH_EVERYTHING
  130.  
  131. CC. Spawning various debris
  132.         TAGS:
  133.                 69  SPAWN_SPOT
  134.                 211 TAG_SWITCH_EVERYTHING
  135.  
  136. CD. Floor and sector damage, teleporters
  137.         TAGS:
  138.                 82 SECT_DAMAGE
  139.                 84 WARP_TELEPORTER
  140.  
  141. CE. Warp copy sprite,ceiling/floor teleporters, slope don't draw, floor depth
  142.         TAGS:
  143.                 85 WARP_CEILING_PLANE
  144.                 86 WARP_FLOOR_PLANE
  145.                 87 WARP_COPY_SPRITE1
  146.                 88 WARP_COPY_SPRITE2
  147.                 98 FLOOR_Z_ADJUST
  148.                 99 FLOOR_SLOPE_DONT_DRAW
  149.  
  150.  
  151. --------
  152. Column D
  153. --------
  154.  
  155. DA. Dentable walls
  156.         TAGS:
  157.                 103 SECT_WALL_MOVE
  158.                 104 SECT_WALL_MOVE_CANSEE
  159.  
  160. DB. Vators (doors, stompers, lifts)
  161.         TAGS:
  162.                 92  SECT_VATOR
  163.                 134 SOUND_SPOT
  164.                 206 TAG_SPRITE_SWITCH_VATOR
  165.  
  166. DC. Spikes (dynamic slopes, ramps)
  167.         TAGS:
  168.                 106 SECT_SPIKE
  169.                 206 TAG_SPRITE_SWITCH_VATOR 
  170.  
  171. DD. Lighting effects, colored light, shootable lights, door open/light on
  172.         TAGS:
  173.                 108 LIGHTING
  174.                 211 TAG_SWITCH_EVERYTHING
  175.  
  176. DE. Earthquake, breakable masked wall, breakable solid wall, breakable/unbreakable sprites
  177.         TAGS:
  178.                 69  SPAWN_SPOT
  179.                 132 BREAKABLE_SPRITE
  180.                 133 QUAKE_SPOT
  181.         WALL TAGS:
  182.                 307 TAG_WALL_BREAK
  183.         SECTOR TAGS:
  184.                 211 TAG_TRIGGER_EVERYTHING
  185.  
  186. DF. Slide, deleting sprites, ladder
  187.         TAGS:
  188.                 30  SPRI_CLIMB_MARKER
  189.                 135 SLIDE_SECTOR
  190.                 141 DELETE_SPRITE
  191.                 211 TAG_SWITCH_EVERYTHING
  192.         WALL TAGS:
  193.                 305 TAG_WALL_CLIMB
  194.  
  195.  
  196. --------
  197. Column E
  198. --------
  199.  
  200. EA. Rotating doors, masked and solid sliding doors, combo switch
  201.         TAGS:
  202.                 143 SECT_ROTATOR
  203.                 144 SECT_ROTATOR_PIVOT
  204.                 145 SECT_SLIDOR
  205.                 213 TAG_COMBO_SWITCH_EVERYTHING
  206.  
  207. EB. Changing sector attributes, spawning items, locked doors, sound shutoff
  208.         TAGS:
  209.                 29  SECT_LOCK_DOOR
  210.                 69  SPAWN_SPOT
  211.                 134 SOUND_SPOT
  212.                 146 SECT_CHANGOR
  213.                 148 WALL_DONT_STICK
  214.                 149 SPAWN_ITEMS
  215.                 150 STOP_SOUND_SPOT
  216.                 257 TAG_SPRITE_HIT_MATCH
  217.         SECTOR TAGS:
  218.                 212 TAG_TRIGGER_EVERYTHING_ONCE
  219.  
  220. EC. Sector objects, sprite sector objects, amoeba, ambient sound
  221.         TAGS:
  222.                 5    SECT_NO_RIDE
  223.                 31   SECT_SO_SPRITE_OBJ
  224.                 50   SO_SPIN
  225.                 51   SO_SPIN_REVERSE
  226.                 75   SO_AMOEBA
  227.                 500 series SECT_SO_BOUNDING
  228.                 1002 AMBIENT_SOUND
  229.         WALL TAGS:
  230.                 504  TAG_WALL_LOOP_OUTER
  231.         SECTOR TAGS:
  232.                 500 series TAG_OBJECT_CENTER
  233.  
  234. ED. Tornado, ambient sound
  235.         TAGS:
  236.                 72   SO_SLOPE_CEILING_TO_POINT
  237.                 73   SO_TORNADO
  238.                 500 series SECT_SO_BOUNDING
  239.                 1002 AMBIENT_SOUND
  240.         WALL TAGS:
  241.                 504  TAG_WALL_LOOP_OUTER
  242.                 550  TAG_WALL_ALIGN_SLOPE_TO_POINT
  243.         SECTOR TAGS:
  244.                 500 series TAG_OBJECT_CENTER
  245.  
  246. EE. Scaleable sector objects, destructible sector objects,
  247.     driveable turrets, auto turrets
  248.         TAGS:
  249.                 1   SECT_OPERATIONAL
  250.                 16  SO_ANGLE
  251.                 62  SHOOT_POINT
  252.                 68  SO_LIMIT_TURN
  253.                 70  SO_MATCH_EVENT
  254.                 76  SO_MAX_DAMAGE
  255.                 80  SO_KILLABLE
  256.                 81  SO_AUTO_TURRET
  257.                 100 SO_SCALE_INFO
  258.                 500 series SECT_SO_BOUNDING
  259.         WALL TAGS:
  260.                 504 TAG_WALL_LOOP_OUTER
  261.         SECTOR TAGS:
  262.                 500 series TAG_OBJECT_CENTER
  263.  
  264. EF. Driveable, remote driveable
  265.         TAGS:
  266.                 1   SECT_OPERATIONAL
  267.                 16  SO_ANGLE
  268.                 62  SHOOT_POINT
  269.                 140 TRIGGER_SECTOR
  270.                 147 SO_DRIVEABLE_ATTRIB
  271.                 500 series SECT_SO_BOUNDING
  272.         WALL TAGS:
  273.                 504 TAG_WALL_LOOP_OUTER
  274.         SECTOR TAGS:
  275.                 500 series TAG_OBJECT_CENTER
  276.  
  277.  
  278. --------
  279. Column F
  280. --------
  281.  
  282. FA. Actors on tracks, sector objects on tracks
  283.         TAGS:
  284.                 16  SO_ANGLE
  285.                 55  SO_TURN_SPEED
  286.                 500 series SECT_SO_BOUNDING
  287.         TRACK TAGS:
  288.                 700 TRACK_START
  289.                 701 TRACK_END
  290.                 702 TRACK_SET_SPEED
  291.                 782 TRACK_ACTOR_ATTACK1
  292.         WALL TAGS:
  293.                 504 TAG_WALL_LOOP_OUTER
  294.         SECTOR TAGS:
  295.                 500 series TAG_OBJECT_CENTER
  296.  
  297. FB. Binding sector objects over dive sectors,
  298.     sector objects waiting for events, sector object not rotating
  299.     (bound with area FF)
  300.     TAGS:
  301.         0   SECT_SINK
  302.         7   SECT_DIVE_AREA
  303.          45  SECT_SO_DONT_ROTATE
  304.         202 BOUND_FLOOR_BASE_OFFSET
  305.         211 TAG_SWITCH_EVERYTHING
  306.         500 series TAG_OBJECT_CENTER
  307.     TRACK TAGS:
  308.                 700 TRACK_START
  309.                 701 TRACK_END
  310.                 702 TRACK_SET_SPEED
  311.                 726 TRACK_WAIT_FOR_EVENT
  312.     WALL TAGS:
  313.                 504 TAG_WALL_LOOP_OUTER
  314.         SECTOR TAGS:
  315.                 500 series TAG_OBJECT_CENTER
  316.  
  317. FC. Binding sector objects under rooms (bound with area FE)
  318.     TAGS:
  319.         5   SECT_NO_RIDE
  320.         30  SPRI_CLIMB_MARKER
  321.         75  SO_AMOEBA
  322.         110 VIEW_LEVEL1
  323.         120 VIEW_THRU_CEILING
  324.         202 BOUND_FLOOR_BASE_OFFSET
  325.         500 series TAG_OBJECT_CENTER
  326.     TRACK TAGS:
  327.                 700 TRACK_START
  328.                 701 TRACK_END
  329.     WALL TAGS:
  330.                 305 TAG_WALL_CLIMB
  331.         504 TAG_WALL_LOOP_OUTER
  332.         SECTOR TAGS:
  333.                 500 series TAG_OBJECT_CENTER
  334.  
  335. FD. Mirrors, demo cameras, speed affecting wall tags
  336.     TAGS:
  337.         5   SECT_NO_RIDE
  338.         66  DEMO_CAMERA
  339.         304 TAG_ROTATE_SO_SWITCH
  340.         500 series TAG_OBJECT_CENTER
  341.     WALL TAGS:
  342.                 500 TAG_WALL_LOOP_DONT_SPIN
  343.         503 TAG_WALL_LOOP_SPIN_4X
  344.         504 TAG_WALL_LOOP_OUTER
  345.         SECTOR TAGS:
  346.                 500 series TAG_OBJECT_CENTER    
  347.  
  348. FE. Binding sector objects over rooms (bound with area FC)
  349.     TAGS:
  350.                 5   SECT_NO_RIDE
  351.         111 VIEW_LEVEL2
  352.                 121 VIEW_THRU_FLOOR
  353.                 203 BOUND_FLOOR_OFFSET
  354.     WALL TAGS:
  355.                 305 TAG_WALL_CLIMB
  356.         504 TAG_WALL_LOOP_OUTER
  357.  
  358. FF. Binding sector objects under dive sectors
  359.     (bound with area FB)
  360.     TAGS:
  361.         5   SECT_NO_RIDE
  362.         8   SECT_UNDERWATER
  363.         203 BOUND_FLOOR_OFFSET
  364.     WALL TAGS:
  365.                 504 TAG_WALL_LOOP_OUTER
  366.  
  367.  
  368. --------
  369. Column G
  370. --------
  371.  
  372. GA. Sine wave floors and ceilings
  373.     SECTOR TAGS:
  374.         400 TAG_SINE_WAVE_FLOOR
  375.         420 TAG_SINE_WAVE_CEILING
  376.         440 TAG_SINE_WAVE_BOTH
  377.  
  378. GB. Sine wave walls, secret areas, tv cameras
  379.     TAGS:
  380.                 1000 MIRROR_CAM
  381.     WALL TAGS:
  382.         300 TAG_WALL_SINE_Y_BEGIN
  383.         301 TAG_WALL_SINE_X_BEGIN
  384.         302 TAG_WALL_SINE_Y_END
  385.         303 TAG_WALL_SINE_X_END
  386.                 306 TV_CAMERA_SCREEN
  387.     SECTOR TAGS:
  388.         217 TAG_SECRET_AREA_TRIGGER
  389.  
  390. GC. Exit switch, exit triggers, actor spawn triggers, magic cameras,
  391.     activate wall sound
  392.     TAGS:
  393.         116  TAG_LEVEL_EXIT_SWITCH
  394.         203  TAG_SPAWN_ACTOR
  395.                 1000 MIRROR_CAM
  396.     WALL TAGS:
  397.         306  TV_CAMERA_SCREEN
  398.                 900  TAG_WALL_PLAY_SOUND (hitag)
  399.         SECTOR TAGS:
  400.         116  TAG_LEVEL_EXIT_TRIGGER
  401.         216  TAG_SPAWN_ACTOR_TRIGGER
  402.         
  403.