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-
- MapEdit - Wolfenstein Map Editor (c) 1992 Bill Kirby
-
-
- To use MapEdit, copy all the files into the directory where you have Wolf3d
- installed. You may want to make backup copies of the MAPHEAD.WL1 and
- MAPTEMP.WL1 files. Type MAPEDIT to start the editor.
-
-
- Key funtions:
-
- arrows - select level to view
- q,Q - quit (you will be prompted to save)
- c,C - clear level (grey brick around the outside of an empty level)
- o,O - toggle object display
- d,D - toggle decoration display
- m,M - toggle multiple brick type display
-
-
- Map window:
-
- Whenever the mouse is in the map window, the map and object data for the
- selected square will be displayed beneath the window. Clicking the mouse
- will change either the map or object data to the currently selected item.
-
-
- Legend window:
-
- The window on the right side of the screen displays the map/object legend.
- Clicking on UP/DOWN scrolls through the list. Clicking on MAP/OBJ switches
- between the map and object lists. Clicking on an item in the list makes
- it the "current" item.
-
-
- Helpfull hints for creating levels:
-
- - Each level MUST have at least 1 secret door, 1 guard, and 1 treasure, or
- the game will hang when trying to compute the percentages.
-
- - The floor values (currently they don't appear as anything) determine the
- behavior of the guards. If a guard is on a square with the floor value
- of 6a, it will not respond to anything. If a guard is on a floor value
- other than 6a, it will respond to shots fired, so long as you are on a
- floor of the same value as the guard.
-
- - The first four guards in each section are stationary. The second four
- are moving guards. They will walk through walls if you don't put
- movement turning points (5a-61). I haven't figured out how the movement
- turning points work yet.
-
- - It seems that a door between two rooms will not operate properly if the
- floor value is the same in both rooms.
-
-
- MAPDATA.DEF and OBJDATA.DEF:
-
- If you figure out a new object, you can add it's description to the
- object/map list by editing the MAPDATA.DEF or OBJDATA.DEF file.
- Each line in the file contains 3 items:
-
- 0000 0000 Objectname
-
- The first four digits are HEX for the object number. Right now, even
- though their are 4 digits, you can only put objects from 0000-00ff in.
-
- The second four digits define how the object will look in the map.
- The first two digits are the primary/secondary colors. The third
- digit is the graphic type, and the fourth digit is the character
- string to use if the graphic type is "text".
-
- Colors:
- 0 - black
- 1 - blue
- 2 - green
- 3 - cyan
- 4 - red
- 5 - magenta
- 6 - brown
- 7 - light grey
- 8 - dark grey
- 9 - light blue
- a - light green
- b - light cyan
- c - light red
- d - light magenta
- e - yellow
- f - white
-
- Graphic types:
-
- 0 - text (uses fourth character of graphic definition)
- 1 - solid box
- 2 - checkered
- 3 - solid box (primary) with decoration (secondary)
- 4 - checkered box (primary) with decoration (secondary)
- 5 - large filled circle (primary) with smaller circle (secondary)
- 6 - horizontal bar
- 7 - vertical bar
- 8 - two color box (used for landscape view)
- 9 - single pixel centered
- a - 3x3 pixel block
- b - 3x5 pixel block
- c -
- d - X (primary)
- e - rectangle
- f - arrow (secondary color indicates direction: 0=n,1=ne,2=e,3=se,
- 4=s,5=sw,6=w,7=nw)
-
- ----------------------
-
- If you have comments or suggestions,
- please send e-mail to:
-
- bkirby@cs.umr.edu
-
- Enjoy,
- Bill Kirby
-
-