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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
-
-