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SOD3MAP.CFG
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Text File
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1995-03-09
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20KB
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647 lines
*************
* File name : SOD3MAP.CFG
* Modified : 3/2/1995 by Robert Scott Bradbury Compuserve 75561,1550
* Description : WOLFMAP config. file for Spear of Destiny Missions 2 & 3.
*
* This file is used to:
* 1) Classify map and object values by groups.
* 2) Assign characters to each group for printing on maps.
*
* This file is made up of 4 sections. Each section must begin
* with a specific heading line. The heading must be typed
* exactly as shown. Section descriptions are provided in the
* comments following the section headers.
*
* 1) [MAP GROUPS]
* 2) [OBJECT GROUPS]
* 3) [MAP VALUES]
* 4) [OBJECT VALUES]
*
* Blank lines can be left anywhere in the file.
* Comments can be placed on lines that begin with an asterisk.
*************
[MAP GROUPS]
****
* These are the characters used to represent the various groups of map values
* as defined in the [MAP VALUES] section.
* These characters will appear on the maps that are generated by this program.
*
* A maximum of 255 groups can be defined (001 to 255). Each group is assigned
* a character that will be used when generating the maps.
*
* Group 000 should be reserved for unknown/invalid/unrecognized map values.
*
* Undefined groups are assigned a space character.
*
*
* Columns 1- 3: Map group : 3 digit decimal number (000 to 255)
* Columns 5- 5: Character : single ASCII character to use on maps when
* the /2 option is NOT used.
* Columns 7- 8: Character : two ASCII characters to use on maps when
* the /2 option is used.
* Columns 10-10: Type of map value : Tells program what type of map value it is
* 0 = other
* 1 = wall
* 2 = door
* 3 = floor
* Columns 12-12: Print on legend? : Y = Print character(s) on legend page
* Columns 14-48: Description : Description of the map group (will
* also appear on legend page).
* (Maximum of 35 characters for description)
*
****
*
* 111111111122222222223333333333444444444
*23456789012345678901234567890123456789012345678
* x xx x x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
*
000 ? ?? 0 Y Unknown/Invalid/Unrecognized
001 ░ ░░ 1 Y Wall
002 H ══ 2 Y Door (horizontal)
003 L ≡≡ 2 Y Locked door
004 E ][ 2 Y Elevator door
005 _ __ 0 Y Outdoors scenery
006 3 Floor
007 V ║ 2 Y Door (vertical)
[OBJECT GROUPS]
****
* These are the characters used to represent the various groups of objects
* as defined in the [OBJECT VALUES] section.
* These characters will appear on the maps that are generated by this program.
*
* A maximum of 255 groups can be defined (001 to 255). Each group is assigned
* a character that will be used when generating the maps.
*
* Group 000 should be reserved for unknown/invalid/unrecognized object values.
*
* Undefined groups are assigned a space character.
*
*
* Columns 1- 3: Object group : 3 digit decimal number (000 to 255)
* Columns 5- 5: Character : single ASCII character to use on maps when
* the /2 option is NOT used.
* Columns 7- 8: Character : two ASCII characters to use on maps when
* the /2 option is used.
* Columns 10-10: Type of object : Tells program what type of object it is.
* 0 = other
* 1 = trivial object
* 2 = non-trivial object
* 3 = enemy
* Columns 12-12: Print on legend? : Y = Print character(s) on legend page
* Columns 14-48: Description : Description of the object group (will
* also appear on legend page).
* (Maximum of 35 characters for description)
*
****
*
* 111111111122222222223333333333444444444
*23456789012345678901234567890123456789012345678
* x xx x x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
*
000 ? ? 0 Unknown/Invalid/Unrecognized
001 0 Nothing
002 a a 2 Y Ammo Clip
003 F F 2 Y Food
004 + + 2 Y First aid
005 } mg 2 Y Machine gun
006 { hg 2 Y Huge gun
007 $ $ 2 Y Treasure
008 @ Xl 2 Y Extra life
009 k yk 2 Y Gold Key
010 0 N Misc objects
011 d D1 3 Y Dog (Level 1/2)
012 g G1 3 Y Guard (Level 1/2)
013 s S1 3 Y SS Guard (Level 1/2)
014 # A 3 Y Nazi Boss
015 % %% 0 Y Secret passage
016 D D3 3 Y Dog (Level 3/4)
017 G G3 3 Y Guard (Level 3/4)
018 S S3 3 Y SS Guard (Level 3/4)
019 * * 3 Y Misc Solid objects
020 f f 2 Y Dog Food
021 A A 2 Y Ammo Case
022 & & 0 Y Your starting location
023 0 Changes direction that enemy faces
024 X XX 0 Y Ends game (eXit)
025 o o 3 Y Officer (Level 1/2)
026 O O 3 Y Officer (Level 3/4)
027 0 N
028 ~ ~ 3 Y GHOST/Radiation Cloud
029 ! ! 2 Y Spear
030 " " 2 Y Misc Walkthru Objects
031 m m 3 Y Mutant/Bat (Level 1/2)
032 M M 3 Y Mutant/Bat (Level 3/4)
033 0 N
034 K bk 2 Y Silver Key
035 Z Z 3 Y Death Angel (Floor 21)
040 . . Y Lighting
[MAP VALUES]
****
* These are the map values which are found in the game's map file.
*
* A maximum of 256 values can be defined (00 to ff). Each value is assigned
* a "group" value which is used to group similar map values together (eg. walls
* doors, floors).
*
* Undefined map values are assigned a "group" value of 000 (unknown/invalid/
* unrecognized).
*
*
* Columns 1- 2 : Map value : 2 digit hex number (00 to ff)
* Columns 4- 6 : Map group number : 3 digit decimal number (000 to 255)
* Columns 8-13 : Comment : Description of map group number
* Columns 15+ : Comment : Description of map value
*
****
*
* 11111111
*2345678901234567
* xxx xxxxxx xxxxxxxxxxx...
*
00 001 Wall : Invalid
01 001 Wall : Grey stone 1
02 001 Wall : Grey stone 2
03 001 Wall : Grey w/banner
04 001 Wall : Grey w/hitler
05 001 Wall : Cell
06 001 Wall : Grey w/eagle
07 001 Wall : Cell w/skeleton
08 001 Wall : Blue stone 1
09 001 Wall : Blue stone 2
0a 001 Wall : Wood w/eagle
0b 001 Wall : Wood w/hitler
0c 001 Wall : Wood panelling
0d 004 Eleva: Entrance to level
0e 001 Wall : Steel w/signs
0f 001 Wall : Steel plate
10 005 Exit : Landscape
11 001 Wall : Red brick
12 001 Wall : Red w/wreath
13 001 Wall : Purple w/slime
14 001 Wall : Red w/shield
15 001 Wall : Elevator
16 001 Wall : Dead elevator
17 001 Wall : Wood w/Iron Cross
18 001 Wall : Grey w/slime
19 001 Wall : Purple w/blood
1a 001 Wall : Grey w/slime
1b 001 Wall : Grey stone 3
1c 001 Wall : Grey w/signs
1d 001 Wall : Brown weave
1e 001 Wall : Brn weave/blood1
1f 001 Wall : Brn weave/blood2
20 001 Wall : Brn weave/blood3
21 001 Wall : Stained glass
22 001 Wall : Blue skull
23 001 Wall : Grey brick 1
24 001 Wall : Blue swastika
25 001 Wall : Grey w/vent
26 001 Wall : Multicolor brick
27 001 Wall : Grey brick 2
28 001 Wall : Blue wall
29 001 Wall : Blue w/sign
2a 001 Wall : Brown marble 1
2b 001 Wall : Grey w/map
2c 001 Wall : Brown stone 1
2d 001 Wall : Brown stone 2
2e 001 Wall : Brown marble 2
2f 001 Wall : Brown marble w/flag
30 001 Wall : Wood panel
31 001 Wall : Grey w/hitler
32 001 Wall : Stone wall #1 (SOD)
33 001 Wall : Stone wall #2 (SOD)
34 001 Wall : Stone w/flag (SOD)
35 001 Wall : Stone w/wreath (SOD)
36 001 Wall : Grey Concrete(light)
37 001 Wall : Grey Concrete(dark)
38 001 Wall : Blood wall (SOD)
39 001 Wall : Concrete (SOD)
3a 001 Wall : BR Stone 1 (SOD)
3b 001 Wall : BR Stone 2 (SOD)
3c 001 Wall : Elevator wall (SOD)
3d 001 Wall : White panel (SOD)
3e 001 Wall : Brn Concrete (SOD)
3f 001 Wall : Purple Brick (SOD)
40 001 Wall : Not Documented
41 001 Wall : Grey stone 1
42 001 Wall : Grey stone 2
43 001 Wall : Grey w/banner
44 001 Wall : Grey w/hitler
45 001 Wall : Cell
46 001 Wall : Grey w/eagle
47 001 Wall : Cell w/skeleton
48 001 Wall : Blue stone 1
49 001 Wall : Blue stone 2
4a 001 Wall : Wood w/eagle
4b 001 Wall : Wood w/hitler
4c 001 Wall : Wood panelling
4d 004 Eleva: Entrance to level
4e 001 Wall : Steel w/signs
4f 001 Wall : Steel plate
50 005 Exit : Landscape
51 001 Wall : Red brick
52 001 Wall : Red w/wreath
53 001 Wall : Purple w/slime
54 001 Wall : Red w/shield
55 001 Wall : Elevator
56 001 Wall : Dead elevator
57 001 Wall : Wood w/Iron Cross
58 001 Wall :
59 001 Wall : Purple w/blood
5a 007 VDoor: Unlocked door-E/W
5b 002 HDoor: Unlocked door-N/S
5c 003 Lock : Locked door-E/W
5d 003 Lock : Locked door-N/S
5e 003 Lock : Locked door-E/W
5f 003 Lock : Locked door-N/S
60 003 Lock : Stuck door-N/S holo
61 003 Lock : Stuck door-E/W holo
62 001 Wall : Not Known
63 001 Wall : " "
64 004 Eleva: Elevator door-E/W
65 004 Eleva: Elev dr-E/W (SOD)
66 001 Wall : Multicolor brick
67 001 Wall : Grey brick 2
68 001 Wall : Blue Wall
69 001 Wall : Blue w/sign
****
*
* Floor squares:
*
* Guards standing on same numbered floor squares are ALL alerted if ONE
* of them is alerted (by a gunshot or seeing you).
*
* Guards on squares with a different number are oblivious to your
* presence unless they see you.
*
****
6a 006 Floor: Floor (deaf guard)
****
*
* 6b - 8f: Guard can only see in front of him
*
****
6b 006 Floor: Elev Flr to secret
6c 006 Floor: Floor 6C
6d 006 Floor: Floor 6D
6e 006 Floor: Floor 6E
6f 006 Floor: Floor 6F
70 006 Floor: Floor 70
71 006 Floor: Floor 71
72 006 Floor: Floor 72
73 006 Floor: Floor 73
74 006 Floor: Floor 74
75 006 Floor: Floor 75
76 006 Floor: Floor 76
77 006 Floor: Floor 77
78 006 Floor: Floor 78
79 006 Floor: Floor 79
7a 006 Floor: Floor 7A
7b 006 Floor: Floor 7B
7c 006 Floor: Floor 7C
7d 006 Floor: Floor 7D
7e 006 Floor: Floor 7E
7f 006 Floor: Floor 7F
80 006 Floor: Floor 80
81 006 Floor: Floor 81
82 006 Floor: Floor 82
83 006 Floor: Floor 83
84 006 Floor: Floor 84
85 006 Floor: Floor 85
86 006 Floor: Floor 86
87 006 Floor: Floor 87
88 006 Floor: Floor 88
89 006 Floor: Floor 89
8a 006 Floor: Floor 8A
8b 006 Floor: Floor 8B
8c 006 Floor: Floor 8C
8d 006 Floor: Floor 8D
8e 006 Floor: Floor 8E
8f 006 Floor: Floor 8F
96 001 Wall : Comment A
97 001 Wall :
98 001 Wall :
99 001 Wall :
9a 001 Wall :
9b 001 Wall :
9c 001 Wall :
9d 001 Wall :
9e 001 Wall :
9f 001 Wall :
a0 001 Wall :
a1 001 Wall :
a2 001 Wall :
a3 001 Wall :
a4 001 Wall :
a5 001 Wall :
a6 001 Wall :
a7 001 Wall :
a8 001 Wall :
a9 001 Wall :
aa 001 Wall :
ab 001 Wall :
ac 001 Wall :
ad 001 Wall :
ae 001 Wall :
af 001 Wall :
b0 001 Wall :
b1 001 Wall :
b2 001 Wall :
b3 001 Wall :
b4 001 Wall :
b5 001 Wall :
b6 001 Wall :
b7 001 Wall :
b8 001 Wall :
b9 001 Wall :
ba 001 Wall :
bb 001 Wall :
bc 001 Wall :
bd 001 Wall :
be 001 Wall :
bf 001 Wall :
c0 001 Wall :
c1 001 Wall :
c2 001 Wall :
c3 001 Wall :
c4 001 Wall :
c5 001 Wall :
c6 001 Wall :
c7 001 Wall :
c8 001 Wall :
c9 001 Wall :
ca 001 Wall :
cb 001 Wall :
d0 001 Wall :
d1 001 Wall :
d2 001 Wall :
d3 001 Wall :
d4 001 Wall :
d5 001 Wall :
d6 001 Wall :
d7 001 Wall :
d8 001 Wall :
d9 001 Wall :
da 001 Wall :
db 001 Wall :
dc 001 Wall :
dd 001 Wall :
de 001 Wall :
df 001 Wall :
e0 001 Wall :
e1 001 Wall :
e2 001 Wall :
e3 001 Wall :
e4 000
35 000 : End of map
[OBJECT VALUES]
****
* These are the object values which are found in the game's map file.
*
* A maximum of 256 values can be defined (00 to ff). Each value is assigned
* a "group" value which is used to group similar object values together
* (eg. food, treasure, miscellaneous objects, guards, dogs, etc).
*
* Undefined object values are assigned a "group" value of 000 (unknown/invalid/
* unrecognized).
*
*
* Columns 1- 2 : Object value : 2 digit hex number (00 to ff)
* Columns 4- 6 : Object group number: 3 digit decimal number (000 to 255)
* Columns 8-13 : Comment : Description of object group number
* Columns 15+ : Comment : Description of object value
*
****
*
* 11111111
*2345678901234567
* xxx xxxxxx xxxxxxxxxxx...
*
00 001 Nothi: Nothing
13 022 Start: Start position N
14 022 Start: Start position E
15 022 Start: Start position S
16 022 Start: Start position W
17 010 Objec: Water
18 019 Objec: Oil drum
19 010 Objec: Table w/chairs
1a 040 Objec: Floor lamp
1b 040 Objec: Chandelier
1c 019 Objec: Hanging skeleton
1d 020 Food : Dog food
1e 019 Objec: Column
1f 019 Objec: Plant in pot
20 010 Objec: Skeleton
21 019 Objec: Skull pile
22 019 Objec: Plant in vase
23 019 Objec: Vase
24 010 Objec: Table
25 040 Objec: Green Ceiling light
26 019 Objec: Kitchen utensils
27 019 Objec: Armor
28 019 Objec: Empty cage
29 019 Objec: Cage w/skeleton
2a 010 Objec: Bones
2b 009 YKey : Yellow key
2c 034 BKey : Blue key
2d 019 Objec: Cage w/skulls
2e 010 Objec: Dead rat
2f 003 Food : Food
30 004 Aid : First aid kit
31 002 Ammo : Ammunition
32 005 Weap3: Machine gun
33 006 Weap4: Huge gun
34 007 Treas: Cross
35 007 Treas: Chalice
36 007 Treas: Jewels
37 007 Treas: Crown
38 008 Mirro: Extra life
39 030 Objec: Bones w/blood
3a 019 Objec: Barrel
3b 019 Objec: Well w/water
3c 019 Objec: Well w/o water
3d 010 Objec: Pool of blood
3e 019 Objec: Blue zapper
3f 040 Objec: Ceiling light
40 030 Objec: Crushed bones 1
41 040 Objec: Bare Bulb
42 010 Objec: Green slime
43 019 Objec: Lab bench
44 019 Objec: Barrel w/rad'n sign
45 019 Objec: Blue pipe
46 010 Objec: Blue haze
47 019 Objec: Statue of monster
48 021 Objec: 25 Bullets
49 010 Objec: Not used
4a 029 Objec: Spear
5a 023 Face : Turning point E
5b 023 Face : Turning point NE
5c 023 Face : Turning point N
5d 023 Face : Turning point NW
5e 023 Face : Turning point W
5f 023 Face : Turning point SW
60 023 Face : Turning point S
61 023 Face : Turning point SE
62 015 Secre: Secret door
63 024 End : End game trigger
6a 028 Guard: GHOST
6b 035 Guard: Devil Incarnate
6c 012 Guard: Guard 1/S/E
6d 012 Guard: Guard 1/S/N
6e 012 Guard: Guard 1/S/W
6f 012 Guard: Guard 1/S/S
70 012 Guard: Guard 1/M/E
71 012 Guard: Guard 1/M/N
72 012 Guard: Guard 1/M/W
73 012 Guard: Guard 1/M/S
7d 014 Guard: Trans Grosse
74 025 WGuar: Officer 1/S/E
75 025 WGuar: Officer 1/S/N
76 025 WGuar: Officer 1/S/W
77 025 WGuar: Officer 1/S/S
79 025 WGuar: Officer 1/M/E
78 025 WGuar: Officer 1/M/N
7b 025 WGuar: Officer 1/M/W
7a 025 WGuar: Officer 1/M/S
7c 010 Objec: Dead guard
7e 013 SS : SS 1/S/E
7f 013 SS : SS 1/S/N
80 013 SS : SS 1/S/W
81 013 SS : SS 1/S/S
82 013 SS : SS 1/M/E
83 013 SS : SS 1/M/N
84 013 SS : SS 1/M/W
85 013 SS : SS 1/M/S
8a 011 Dog : Dog 1/M/E
8b 011 Dog : Dog 1/M/N
8c 011 Dog : Dog 1/M/W
8d 011 Dog : Dog 1/M/S
8e 014 Guard: Hans
8f 014 Guard: Quarkblitz
90 017 Guar3: Tan soldier (skill level 3), standing still, facing east
91 017 Guar3: Tan soldier (skill level 3), standing still, facing north
92 017 Guar3: Tan soldier (skill level 3), standing still, facing west
93 017 Guar3: Tan soldier (skill level 3), standing still, facing south
94 017 Guar3: Tan soldier (skill level 3), walking east
95 017 Guar3: Tan soldier (skill level 3), walking north
96 017 Guar3: Tan soldier (skill level 3), walking west
97 017 Guar3: Tan soldier (skill level 3), walking south
98 025 WGua3: (Eps.2+) White guard (skill level 3), standing, facing east
99 025 WGua3: (Eps.2+) White guard (skill level 3), standing, facing north
9a 025 WGua3: (Eps.2+) White guard (skill level 3), standing, facing west
9b 025 WGua3: (Eps.2+) White guard (skill level 3), standing, facing south
9d 026
9c 026
9f 026
9e 026
a1 014 Guard: Robot boss
a2 018 SS3 : Blue soldier (skill level 3), standing still, facing east
a3 018 SS3 : Blue soldier (skill level 3), standing still, facing north
a4 018 SS3 : Blue soldier (skill level 3), standing still, facing west
a5 018 SS3 : Blue soldier (skill level 3), standing still, facing south
a6 018 SS3 : Blue soldier (skill level 3), walking east
a7 018 SS3 : Blue soldier (skill level 3), walking north
a8 018 SS3 : Blue soldier (skill level 3), walking west
a9 018 SS3 : Blue soldier (skill level 3), walking south
ae 016 Dog3 : Dog (skill level 3), running east
af 016 Dog3 : Dog (skill level 3), running north
b0 016 Dog3 : Dog (skill level 3), running west
b1 016 Dog3 : Dog (skill level 3), running south
b4 017 Guar4: Tan soldier (skill level 4), standing still, facing east
b5 017 Guar4: Tan soldier (skill level 4), standing still, facing north
b6 017 Guar4: Tan soldier (skill level 4), standing still, facing west
b7 017 Guar4: Tan soldier (skill level 4), standing still, facing south
b8 017 Guar4: Tan soldier (skill level 4), walking east
b9 017 Guar4: Tan soldier (skill level 4), walking north
ba 017 Guar4: Tan soldier (skill level 4), walking west
bb 017 Guar4: Tan soldier (skill level 4), walking south
bc 026 WGua4: (Eps.2+) White guard (skill level 4), standing, facing east
bd 026 WGua4: (Eps.2+) White guard (skill level 4), standing, facing north
be 026 WGua4: (Eps.2+) White guard (skill level 4), standing, facing west
bf 026 WGua4: (Eps.2+) White guard (skill level 4), standing, facing south
c1 026
c0 026
c3 026
c2 026
c6 018 SS4 : Blue soldier (skill level 4), standing still, facing east
c7 018 SS4 : Blue soldier (skill level 4), standing still, facing north
c8 018 SS4 : Blue soldier (skill level 4), standing still, facing west
c9 018 SS4 : Blue soldier (skill level 4), standing still, facing south
ca 018 SS4 : Blue soldier (skill level 4), walking east
cb 018 SS4 : Blue soldier (skill level 4), walking north
cc 018 SS4 : Blue soldier (skill level 4), walking west
cd 018 SS4 : Blue soldier (skill level 4), walking south
d2 016 Dog4 : Dog (skill level 4), running east
d3 016 Dog4 : Dog (skill level 4), running north
d4 016 Dog4 : Dog (skill level 4), running west
d5 016 Dog4 : Dog (skill level 4), running south
d8 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), standing facing east
d9 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), standing facing north
da 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), standing facing west
db 031 Zomb1: (Eps.2+) Zombie (skill level 1 & 2), standing facing south
dd 031
dc 031
df 031
de 031
ea 032 Zomb3: (Eps.2+) Zombie (skill level 3), standing facing east
eb 032 Zomb3: (Eps.2+) Zombie (skill level 3), standing facing north
ec 032 Zomb3: (Eps.2+) Zombie (skill level 3), standing facing west
ed 032 Zomb3: (Eps.2+) Zombie (skill level 3), standing facing south
ef 032
ee 032
f1 032
f0 032
fc 032 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing east
fd 032 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing north
fe 032 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing west
ff 032 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing south