WGRealms 2 Level Building Reference


IMPORTANT MESSAGE FOR WGR2 MAPPERS:

Always use mapster.bat to start mapster32 when mapping for WGR2.  Otherwise, there will be missing tiles or tiles that look wrong.
If you replace the mapster32.exe that came with WGR2 with a newer one, DO NOT OVERWRITE tiles.cfg or NAMES.H; those files have been edited specifically for WGR2.
When mapping, take advantage of the tile grouping function.  When in tile view mode (after pressing V on a sprite), press T to bring up tile groups.  There are groups for common tiles such as actors, decorations, and effects.



Sound numbers

ALIENBUBBLE                    398
ALIENWIND                      399
CAVE                           400
SNOWWIND1                      401
SNOWWIND2                      402
ALIENWATER                     403
ALIENALARM                     404
ALIENBABY                      405
ALIENROOM                      406
BIRDS1                         407
BIRDS2                         408
BIRDS3                         409
FROGS1                         410
FROGS2                         411
1WATERFALL                     412
ALIENDRILL                     413
BELLS                          462
FROGS4                         463
Strange wind                     464

WGR_AMBIENCE1                  170 bells
WGR_AMBIENCE2                  171 flies
WGR_AMBIENCE3                  172 creepywind
WGR_AMBIENCE4                  173 drips
WGR_AMBIENCE5                  174 demonwind

WGR_DOOR1                      256
WGR_DOOR2                      257
WGR_DOOR3                      258
WGR_DOOR4                      259
WGR_DOOR5                      260

GRTMORTAL 720
KORAXSPCH 721
SAVELOOP 574

Multiplayer weapons/switches.
Pal 1 = COOP

Pal 2 = DM

 

EFFECT SPRITES

 

New SE effects

 

SPIRIT VORTEX = SE 60

HITAG IS THE TAG THAT CAUSES EFFECT TO SPAWN, IT NEEDS AN ACTIVATION TO WORK

YVEL IS THE TAG THAT CAUSES EFFECT TO END

 

COLOR CHANGER = SE 61

HITAG IS THE TAG THAT TRIGGERS IT, BUT IT MUST BE TRIGGERED BY A WGR2 ACTOR (POWER PODS, A MONSTER, ETC)

THE SECTOR BECOMES THE PAL AND SHADE OF THE SE

OPTION: IF XVEL IS SET ON THE SE, IT BECOMES THE NEW PICNUM OF THE SECTOR AND WALLS

 

SPACE CUTSCENE MANAGER=SE62

THIS IS USED FOR CONTROLLING THE STAR SECTOR AT THE BEGINNING OF THE HUB LEVEL AND CAN’T BE USED FOR ANYTHING ELSE.  FIRST IT GRABS PLAYER 0 AND MOVES HIM TO ITS OWN POSITION.  THEN IT STARTS TRACK 18 (SILENT MIDI) AND MAKES ALL OF THE NORMAL SPRITES IN ITS SECTOR KEEP THEIR PALS (SO THEY DON’T TURN BLACK IN SPACE).   IT ALSO SETS A GLOBAL VARIABLE THAT STARTS THE STAR SPAWNERS WORKING (SE 63).  THERE IS CURRENTLY NO OTHER WAY TO START THE STAR SPAWNERS.  THIS SE WAITS FOR A FRANKENSWITCH WITH LOTAG 5 TO BE PRESSED (TILE 141).  WHEN THAT HAPPENS, IT MAKES THE STARS SPAWN HYPERSPACE LINES AND IT LOOKS FOR A NEARBY EVIL WARP AND ACTIVATES IT.  THE EVIL WARP THEN COMES TOWARDS THE PLAYER, BLOWS UP ANY NORMAL SPRITES, AND ENDS THE CUTSCENE.

 

STAR SPAWNERS = SE 63

THESE  SPAWN STARS THAT FLY OFF AT A SLIGHTLY RANDOMIZED ANGLE.  THE STARS MOVE UNTIL THEY HIT SOMETHING.  THE STARS ONLY SPAWN WHEN THE SE63 IS TRIGGERED BY A SE62.  ONCE THE SWITCH IS HIT (SEE ABOVE), THE SE WILL ALSO SPAWN LIGHTNING, AND STARS AND LIGHTNING WILL ACCELERATE.  THE SPAWNING STOPS WHEN THE PLAYER IS GRABBED BY THE EVILWARP.

 

SCROLL ACTIVATOR = SE 64

SET YVEL TO THE ACTIVATION NUMBER AND IT WILL ACTIVATE EVERYTHING OF THAT TAG WHEN THE PLAYER HAS COMPLETED THE EPISODE EQUAL TO HITAG.  1 = EP 1 COMPLETED, 2 = EP 2 COMPLETED, 4 = EP 3 COMPLETED (IT IS A BITFIELD).


JUMP BOOT CHARGER = SE 65

IF THE PLAYER HAS JUMP BOOTS, STANDING IN THIS SECTOR WILL CHARGE THEM.


LEVEL TELEPORTER = SE 69

THE PAL OF THE SE IS THE LEVEL NUMBER THE PLAYER WILL BE TRANSPORTED TO IN THE CURRENT EPISODE.  THE MAP STATE IS SAVED BEFOREHAND, SO IF THE PLAYER RETURNS IT WILL BE AS HE LEFT IT.

 

FIREWORKS = SE 77

SHOOTS OFF A LARGE FIREWORKS MORTAR ABOUT ONCE EVERY 10 SECONDS.  SET YVEL TO THE ACTIVATION NUM BER IF YOU WANT IT TO WAIT FOR ACTIVATION, OTHERWISE LEAVE YVEL AT 0 AND IT WILL START WHEN THE LEVEL STARTS.

 

BROADCASTER = SE 88

SHOWS A SCENE FROM A DIFFERENT PART OF THE MAP.  THE SCENE IS “BROADCAST” IN THE BACKGROUND, AND IS VISIBLE WHEREVER THERE ARE BLANK TEXTURES (WALLS, FLOORS OR CEILINGS WITH BLANK TEXTURES) NEAR THE SE.  PLACE TWO SE88 AND GIVE THEM THE SAME HITAG.  ONE WILL BROADCAST THE POV OF THE OTHER. 

OPTIONS:  GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT BROADCAST UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON.  MAKE SURE TO HIDE THE BLANK TEXTURES UNTIL THE ACTIVATION USING EITHER A TEXTURE CHANGER OR SOME OTHER TRICK. 

BY DEFAULT, THE SE WILL BROADCAST FROM ITS OWN ANGLE, BUT IF YOU SET XVEL TO A NON-ZERO VALUE, IT WILL USE THE PLAYER’S ANGLE INSTEAD (NOT USUALLY A GOOD IDEA THOUGH).

 BY DEFAULT, IT WILL USE THE PLAYER’S CURRENT  Z ANGLE (LOOK UP/DOWN ANGLE).  TO SET A FIXED Z ANGLE, SET EXTRA ON THE SE.  100 = STRAIGHT AHEAD.  HIGHER VALUES LOOK UP, LOWER VALUES LOOK DOWN (IN POLYMOST, MAX 299, MIN -199).

 

TELEPORTER = SE 89

SIMILAR TO THE NORMAL TELEPORTER SE7, BUT WITH MORE OPTIONS.  LIKE SE7, IT TAKES THE PLAYER TO ANOTHER SE OF THE SAME HITAG WHEN HE ENTERS ITS SECTOR (BUT THERE CAN ONLY BE ONE DESTINATION).

OPTIONS:  GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT TELEPORT UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON.  NOTE THAT TWO SE89 WITH THE SAME HITAG COULD HAVE DIFFERENT ACTIVATION NUMBERS.  THIS COULD BE USED TO MAKE A ONE WAY TELEPORTER.  LEAVE YVEL AT 0 AND IT WILL START UNLOCKED.

SET XVEL TO THE SOUND NUMBER TO PLAY UPON TELEPORTATION (LEAVE 0 FOR NO SOUND).

CERTAIN PALS ON THE SE WILL CAUSE A COLORED FLASH WHEN THE PLAYER TELEPORTS:  PAL 1=BLUE, PAL2=RED, PAL3=WHITE, PAL4=BLACK, PAL7=YELLOW, PAL8=GREEN.  PALS NOT LISTED DO NOTHING.

 

Cutscene camera = SE 90

 

This SE can be used to change the player’s view to the view from the SE.  It can be triggered by an event in the game, or it can occur when the level starts.  Cutscene cameras can be either stationary or moving, and they can be chained together to show a sequence of views.  The view can be displayed on the entire screen, or it can be displayed in a box in the corner.  By default, the player is paralyzed while this effect is ongoing.  Tags on the SE control different aspects of the effect:

Hitag:  Set to 0 to switch to the SE view at level start.  Otherwise, hitag is the activation number.  The SE can be activated by an activator having a lotag equal to the SE’s hitag, or by a switch, monster, or other DP sprite which has a YVEL equal to the SE’s hitag.  The player will view from the SE immediately upon activation.

Pal: 0 = stationary camera, 1 = moving camera.  A moving camera will not work unless there is another SE 90 which has a hitag equal to the YVEL of the moving camera.

Shade:  The up/down view angle.  0 looks straight ahead, negative numbers look up and positive numbers look down.  The exact formula is camerahoriz = shade*2 +100

XVEL:  In a stationary camera, this is the number of game tics that the camera’s view will last.  In a moving camera, XVEL is the speed at which the camera travels.  If not set, XVEL will default to 130 (five seconds of view time for a stationary camera, and about ½  of Duke’s running speed for a moving camera).

YVEL:  This is the number that the camera activates upon completion.  In a stationary camera, completion occurs when its time runs out.  In a moving camera, completion occurs when it has traveled all the way to the next camera in the sequence.  The camera will activate any respawns, activators, masterswitches, or DP sprites which have activation numbers equal to the camera’s YVEL.  This includes other cutscene cameras. If the camera is stationary, it does not have to be set to activate anything.  If it is a moving camera, it must be set to activate another SE 90 (see Pal, above).

ANG:  The angle of the SE sprite will be the angle that the camera faces.  If it is a moving camera, then it will start at this angle and gradually turn to face the angle that the next camera is facing.

EXTRA:  This is a bitfield which determines some additional camera functions.  Add together the numbers you want, or leave EXTRA at its default value (-1) if you don’t want any of the options.

1                    does a quick fade to black right before the camera’s view time ends (does not work with moving cameras)
2                    shows the view in a box in the lower right corner of the screen (the rest of the player’s view is normal)
4          if this bit is set, the player will be moved to the camera’s position.
8          allow the player to move (best used in combination with 2)
16        transition effect: when camera activates, its view starts in the center and quickly expands to fill the screen (do not use with 2)

 

FLOATING SECTOR = SE 91

With this effect you can make a sector move up and down in a sin function motion. It could be used to make small islands bob up and down or the larger sector around the islands bob up and down.

Extra on the SE is the length of the cycle (the higher, the longer). The minimum is 32 (it will be forced up to 32 if you set it less than that). Hitag is the amplitude of the wave (or far up and down the sector moves): minimum of 64. Shade on the SE is the time offset of the motion. Give nearby floating SE s different offsets if you don't want them synced.


CAPTURE PLAYER = SE 105

MAKE TWO SE105 WITH THE SAME HITAG.  WHEN THE PLAYER ENTERS THE SECTOR OF ONE, THE SCREEN WILL FADE AND HE WILL WAKE UP IN THE LOCATION OF THE OTHER.  ALL OF HIS EQUIPMENT WILL BE TAKEN.  THE EQUIPMENT CAN BE RESTORED IF YOU PLACE PAL 4 ITEM SPRITES (E.G. A PAL 4 SHOTGUN SPRITES WILL STORE ALL OF THE SHOTGUN AMMO TAKEN). SEE wgx3.map FOR AN EXAMPLE.  FADE COLOR DEPENDS ON THE PAL OF THE SE (0=BLACK, 1=BLUE, 2=RED, 8=GREEN).


WEIRD ELEVATOR TRANSPORTER = SE 166

THIS IS THE EFFECT USED IN THE TRANSITION BETWEEN NORMAL AND HELL IN LEVEL 2 OF WGR2
TRANSPORTS TO ANOTHER 166 SE HAVING THE SAME HITAG
EXTRA OF THE SE IS HOW LONG BEFORE THE TRANSPORT OCCURS
PLAYER IS STUCK ON THE TRANSPORTING SECTOR IF HE STEPS ON IT.  MUSIC WILL CHANGE, WEATHER WILL STOP, THE SCREEN WILL ROTATE.
ANY MONSOULS WILL BE TELEPORTED TO THE PLAYER AND DROP GOLD.  ANY 3846 CANDLE SPRITES WILL START TO MOVE UP.

 

SECTOR OF DEATH = SE 666

THE PLAYER OR ANY OTHER CREATURE WHO IS BELOW THE SE IN THE SECTOR WILL BE KILLED.

 

OTHER EFFECT SPRITES

 

SOULDOOR 5024    // THE ACCURSED

lotag is the number of souls it takes to open it (max 10)
yvel is activation number triggered when the door is opened.
It always spawns a HERO when opened.

THE ACCURSED ARE FALLEN HEROES
WHO WERE FUSED INTO WALLS.
GATHER DEMON SOULS      AND BRING
THEM TO THE ACCURSED TO DESTROY
THE CURSE AND REMOVE THE WALL.

 

MONSOUL 5030

Monster souls follow player and open soul doors.  They can be placed in the map, or as respawns.  They can also be dropped by a monster if the monster's xvel is set to 5030.  In addition, some monsters (PIGCOP, LIZMAN, LIZTROOP) will spawn a soul if they are pal 3.  A soul spawned by a monster will automatically follow the player; otherwise, the player must approach the soul before it will follow him.  When monster souls gather, they can combine into bigger souls.  The bigger ones will attack monsters.  They split up again when making contact with a soul door.

 

TREASURE CHEST 337

Hightag = Amount of gold needed
Yvel = Activation
zvel = group number (see Groups for monsters)
Lotag = Drop
Xvel = the MAX amount of gold spawned
Pal 20 chests use the player's stashed gold instead of his carried gold

MAGICALLY SEALED TREASURE CHESTS
CAN ONLY BE OPENED BY AN OFFERING
OF GOLD IN THE AMOUNT DISPLAYED
ABOVE THE CHEST.

CHECK POINT 2942

To add a check point to your level,  place a red C sprite (tile #2942) and give it a lotag of 1.  Set Hitag to the save slot that will be used (0-9) when the player enters the check point sector.  If you want it to play a sound, set Extra to the number of the sound.  It will only work the first time the player enters the sector.

WAYPOINT 2951
Place a trail of these sprites to define a path that will be used at the end of the level as a “victory lap”.  The first waypoint in the trail must have a lotag of 1, the next a lotag of 2, etc.  In addition to having the highest lotag, the last waypoint in the path must have a pal of 4.  The waypoints must make a loop, so that there is a straight unobstructed path between each waypoint and the next in the sequence, including between the pal 4 waypoint and the lotag 1 waypoint.

 

MUSICSWITCH 2952
Causes music to switch to the specified track when the MUSICSWITCH is activated.
Set lotag to the activation number (it will be activated by an ACTIVATOR having that number, as triggered by a TOUCHPLATE or other means).
Set hitag to the number of the track that will be switched to upon activation.  If you want it to activate when the player steps in its sector, set its EXTRA to 1 (then you don't need to set lotag).

 

Noise Sprite
Place
a sprite of tile #2954 (the red "O") and give it a lotag of 1.  Set the hitag to the number of the sound you want it to play when it is triggered by the player entering its sector.  If you want there to be a delay before the sound is played, set EXTRA of the sprite to the number of ticks you want the sound to be delayed.  You can place multiple noise sprites in the same sector with different delays.  If you set XVEL to 1, the sound will be global rather than located at the sprite.

 
TEXTURIZER 2959
Changes one texture/tile to another everywhere in the map.
YVEL = activation number (it will be activated by an ACTIVATOR having that number, as triggered by a TOUCHPLATE or other means).
LOTAG = the texture to be changed
HITAG = the new texture it will be changed to
EXTRA:  1 =  changes sprites only, 2 = changes textures only, 3 = changes both sprites and textures

 
WEAPONS 2962
Give it a lotag of 1, and it takes away all of the player’s weapons and items (except the chainsaw) and exchanges them for stashed gold when he enters the map.  Once this happens the sprite is deleted, which means it will not happen a second time if the player leaves the map and then reenters it.


RAIN OR SNOW 660 (used to create rain, just like in Duke Plus)

Place a WATERDRIP sprite (tile #660) somewhere in the map. Then, change the EXTRA tag of the sprite to a nonzero value between -32 and 32 (positive values for rain, negative for snow). The greater the magnitude of this value, the greater the density of the rain or snow. The rain or snow will have the palette and transparency level of the WATERDRIP sprite. You should only place one such sprite in the map (you can place other WATERDRIP sprites, but only set EXTRA on one of them).

 

You may want it to rain/snow in some outdoor areas but not others.  To prevent rain/snow from spawning in a sector, give the sector a hitag of 101.  This is also useful if the sector has a parallaxed ceiling but is not outdoors.

 

RAINMAKER 3335 spawns rain in a small radius of the same pal
SNOWMAKER 3337 same but for snow

These are not as good as the global 660 effect above, but still useful if you want weather in a small area or different weather in different parts of the map.

 

FALLINGLEAF 1234 randomly spawns leaves that fall to the ground


Candles and Torches (various tile numbers)

When using the Polymer renderer, they cast a flickering point light of the same color as the sprite.

 

LIGHTBUG 75

Glowing bugs that float around.  When using the Polymer renderer, they cast a point light of the same color as the sprite.

 

FOGSPAWNER 179

Periodically spawns fog-like clouds that drift in the direction the sprite is facing.  They disappear after a few seconds.

 

ICEWALL1 197

ICEWALL2 198

These are breakable sprites that can be placed as walls.  They drip and form cracks as they take damage, until they eventually shatter (or melt, if hit by fire).

 

SPIKE1 206
SPIKE2 207
FULLSPIKE 208
STALAGMITE1 3633
STALAGMITE2 3837
STALAGMITE3 3838

If the sprites are flipped and placed above the ground (like stalagtites), they will randomly fall if in view of the player.  They are more likely to fall if in close proximity to the player, and they will cause damage if they hit him.  They can be destroyed with weapon fire.

 
PLANK1 256
PLANK2 257
PLANK3 258
PLANK4 259

These are planks of wood that can be used as obstacles.  They can be destroyed by weapons or burned.

VINEWALL1 300
VINEWALL2 301
VINEWALL3 302
STATICWEB1 306
STATICWEB2 307
STATICWEB3 310
STATICWEB4 311
STATICWEB5 313

Destructible sprites that can be placed as barriers, similar to the ice walls (with appropriate destruction effects).

 

SMALLGOLD 326
MEDIUMGOLD 331
BIGGOLD 336

Piles of gold, containing 5, 10 and 15 pieces respectively.  They are automatically dropped by monsters but can be placed in maps directly.

 

Mushrooms

SHRINKSHROOM 3430 -- player will stay shrunk until he gets the growshroom
GROWSHROOM 3431


FLIES 5611

They buzz around.  Automatically spawned by dead bodies.


Geysers

it periodically erupts with steam the pal of the geyser sprite

BIGGEYSER 3433
MEDIUMGEYSER 3434

 

PLATUPSPAWNER 3345

Periodically spawns platforms the player can ride upwards

 

WATERFALL 3362

place at base of waterfall to make splash, mist
width of sprite determines width of effect
pal of sprite determines pal of splash, mist

 

LAVASPAWNER 3435

Causes lava rocks to shoot upward every few seconds.

 

STALAGMITE1 3633
STALAGMITE2 3837
STALAGMITE3 3838
ROCK1 4078
ROCK2 4079
ROCK3 4080

Destructible rock sprites.

 

Breakable glass sprites

STAINEDGLASS1 4834
STAINEDGLASS2 4835
STAINEDGLASS3 4836
STAINEDGLASS4 4837
STAINEDGLASS5 4838
STAINEDGLASS6 4839
STAINEDGLASS7 4840
STAINEDGLASS8 4841
STAINEDGLASS9 4842
STAINEDGLASS10 4843
STAINEDGLASS11 4844
STAINEDGLASS12 4845
STAINEDGLASS13 4846
STAINEDGLASS14 4847
STAINEDGLASS15 4848
STAINEDGLASS16 4849
STAINEDGLASS17 4850
STAINEDGLASS18 4851

 

WEAPONS AND AMMO

FIRSTGUNSPRITE 21                   // standard shotgun

PRIMARY:  BUCKSHOT

SECONDARY:  HOLD FOR IRON SIGHTS

FIRES HIGH ACCURACY RIFLED SLUGS

WHEN IRON SIGHTS ARE IN USE

 

CHAINGUNSPRITE 22                  // gatling cannon

PRIMARY:  RAPID FIRE BULLETS

RATE OF FIRE AND SPREAD INCREASES

AFTER ABOUT 2 SECONDS

SECONDARY:  GRENADE LAUNCHER

 

RPGSPRITE 23                                // rocket launcher

PRIMARY:  SINGLE DUMB ROCKET

SECONDARY:  HOLD TO LOAD UP TO

5 ROCKETS WHICH WILL LOCK ON

TO ANY VISIBLE ENEMIES.

 

PLASMASPRITE 24                       // plasma gun

PRIMARY:  TRIPLE PLASMA BOLTS

SECONDARY:  E-SHIELD REFLECTS

INCOMING PROJECTILES AND DAMAGES

NEARBY ENEMIES AND OBSTACLES

 

BFGSPRITE 25                    // BFG

PRIMARY:  FIRES A BALL OF ENERGY

KILLING ENEMIES IN A LARGE RADIUS

SECONDARY:  FIRES A CONTINUOUS

BEAM OF DEATH

 

HEAVYHBOMB 26                         // single cluster pipe bomb

PRIMARY:  SHORT THROW

SECONDARY:  LONG THROW

USE DETONATOR AFTER THROWING TO

RELEASE CLUSTER OF BOMBLETS

 

TRIPBOMBSPRITE 27                  //  watcher sentry

WHEN ATTACHED TO A WALL, IT EMITS

A LASER TRIP BEAM.  IF THE BEAM

IS CROSSED, ANY ENEMIES WITHIN

SIGHT WILL BE STRUCK BY LIGHTNING.

 

SHOTGUNSPRITE 28                    // double barreled shotgun

DOUBLE BARRELED SHOTGUN

PRIMARY:  FIRES SINGLE BARREL

SECONDARY:  FIRES BOTH BARRELS

 

FLAMETHROWERSPRITE 29    // flamethrower

PRIMARY:  SHOOTS BIG BALL OF FIRE

SECONDARY:  SHOOTS STREAM OF FIRE

FIRE BURNS ENEMIES, TREES AND

OTHER FLAMMMABLE OBJECTS

 

SMGSPRITE 32                               // butcher SMG

PRIMARY:  RAPID FIRE BULLETS

SECONDARY:  FEAR ROUNDS THAT

CAUSE IMPACTED ENEMIES TO FLEE.

LESS EFFECTIVE AGAINST THE STRONG

 

CHAINSAWSPRITE 35                  // chainsaw
PLASMAAMMO 37                        // plasma ammo
AMMO 40                                          // standard shotgun ammo
BATTERYAMMO 41                      // gatling ammo
FLAMEAMMO 42                           // flamethrower ammo
GRENADEAMMO 43                     // grenades for gatling
RPGAMMO 44                                 // rockets
SMGAMMO 45                                // butcher smg ammo
BFGAMMO 46                                 // BFG ammo
HBOMBAMMO 47                          // box of cluster pipe bombs
SHOTGUNAMMO 49                     // db shotgun ammo

 

 

INVENTORY & OTHER ITEMS

 

 

APPLE 50                  // life apple

LIFE APPLES PERMANENTLY INCREASE

MAXIMUM LIFE BY 1 POINT AND 

ADD 1 POINT TO REGENERATION.

THERE ARE 10 APPLES IN EACH LEVEL.

 

LIFE SEED 53

USING A LIFE SEED CAUSES IT TO SPROUT

A HEALING PLANT THAT RESTORES 15 LIFE.

YOU CAN STORE UP TO 10 SEEDS.

 

HELMET 54
ARMOR1 5139
ARMOR2 5170
ARMOR3 5187

ARMOR ABSORBS A PERCENTAGE OF

DAMAGE TAKEN AND PREVENTS

BLEEDING FROM WOUNDS. 

ARMOR1 ADDS 50, ARMOR2 ADDS 100, AND ARMOR3 ADDS 150.

USED HELMETS ARE DROPPED BY SKELKNIGHTS

AND DETHNITES

 

POWERPOD 55       //  AKA BATTERY

Power Pods are like batteries that can be used to activate something in a map. The pickup item for pods replaces steroids (tile 55).

INSERT POWER PODS INTO SOCKETS

TO POWER MAGICAL AND TECH DEVICES.

MOST DEVICES REQUIRE MORE THAN ONE.

POWPODPLACED 105
Unlike the pickup item (tile 55), the POWPODPLACED (tile 105) sprite determines where a Power Pod must be placed in the map. Make the sprite exactly how you want it to look in the map after a pod has been placed there. It can be wall aligned or not, but keep in mind it will be resized to 40 40 on map load. Give the POWPODPLACED a lotag or yvel (it doesn't matter which) for its activation number. Finally, give it a hitag. If you want to have a group of these that must be placed in order to activate something, then give all the sprites in the group the same hitag (give them all the same lotag as well). If two POWPODPLACED have the same hitag, then they are considered part of the same group, even if they are in different maps. So if you use hitags 1 and 2 in level 1, then use hitags 3 and 4 etc in the next map; do not reuse hitags. There is no upper limit to the number of POWPODPLACED that can be in a group.

 

JUMP BOOTS 57

ACTIVATE THE JUMP BOOTS, THEN HOLD

JUMP TO CHARGE, AND RELEASE FOR

A HIGH JUMP.  DOUBLE TAP FORWARD IN

THE AIR TO PERFORM A ROCKET BOOST.

THE BOOTS ALSO PREVENT FALL DAMAGE.

 

ENVIRO ARMOR 61

ENVIRO ARMOR PROTECTS AGAINST FIRE,

COLD, POISON AND OTHER HAZARDS.

 

TIME RUNE 3350

PICKING UP THIS RUNE CAUSES TIME TO SLOW DOWN AROUND

THE PLAYER, WHILE ALLOWING HIM TO OPERATE AT NORMAL

SPEED (SORT OF).  THE EFFECT LASTS FOR ONE MINUTE.

 

Spirit Vision 59

GOGGLES ENABLE THE WEARER

TO INTERACT WITH THE SPIRIT REALM.

DAMAGE TO POSSESSED ENEMIES IS DOUBLED

GHOSTS CAN BE DESTROYED BY WEAPONS

AND SPIRIT OBJECTS BECOME VISIBLE.

 

MINOTAUR DOLL 1348

USE THE MINOTAUR DOLL TO SUMMON

A MINOTAUR WHO WILL ATTACK NEARBY

ENEMIES UNTIL ITS ENERGY IS DEPLETED.

YOU CAN UN-SUMMON IT AT ANY TIME.

 

DOOMHEALTH 100

Adds 50 to life.  DOOMHEALTH can increase life beyond 200, but if life goes above 200 the player loses one point per second.

 

SMALLPOTION 1730

Adds 1 to life, up to 200.

 

MEDIUMPOTION 1733

Adds 5 to life, up to 200.

 

KRYSTAL 4174       // PAIN JEWEL

ACTIVATE THE PAIN JEWEL

TO DISPLAY THE AMOUNT OF DAMAGE

INFLICTED UPON ENEMIES.

 

Quad damage Rune 5120

starts use when picked up, turns world B&W except for blood, lasts about 30 sec

 

AMMOPACK 5155

AMMO PACKS PERMANENTLY INCREASE

MAXIMUM AMMO BY ABOUT 10% EACH.

 

 

DIFFICULTY LEVELS

 

PIECE OF CAKE:  MONSTERS DO ONLY 50% OF NORMAL DAMAGE.

LET'S ROCK: MONSTERS DO 75% OF NORMAL DAMAGE.

COME GET SOME: MONSTERS DO 100% OF NORMAL DAMAGE.

IT'S A GOOD DAY TO DIE:  MONSTERS DO 125% DAMAGE, SOME MONSTERS ARE REPLACED WITH MORE POWERFUL ONES, AND MANY POSSESS AURAS. THERE ARE AURAS FOR FIRE, COLD, POISON, CURSE, ETC.

 

 

MONSTERS AND OTHER CREATURES

 

All Monsters

xvel = tile to drop on death

yvel = tag to activate on death

pal 17 = statue (set lotag of monster to the activator tag that wakes it)

zvel = group number (see below)


Groups:  If a monster is part of a group, then it will not activate its yvel tag when it dies, unless all of the other monsters of the same group are already dead.  These means you can create a situation where the player has to kill an entire group of monsters in order to activate something.  The tag that gets activated is the one belonging to the last monster that dies (normally you would give the same yvel to every monster in the group, but this isn't strictly necessary).  Group number are global.  That means that there can only be one group of that number in the entire episode.  If you use zvel 1 on a group of monsters in level 1, then you must not use group 1 in level 2, etc.

 

Egg Sack 308

spawns spiders (small ones that cannot shoot webs)


Egg 675
spawns a Rage Head

 

Phase Demon (LIZTROOP) 1680

LIZTROOPSTAYPUT 1682

Floats, goes in and out of phase, fires nonexplosive projectile

Pal 21 double hit points (otherwise normal)

Pal 24 smaller, faster and dies easier, shoots demon spit instead of dark plasma

 

RAGE HEAD (DRONE) 1880

Flaming skulls that explode when near the player.

Pal 21:  Larger and much more dangerous.


Piggy 1912

A harmless pig that wanders around.

 

Baren Zombie (pigcop) 2000

PIGCOPSTAYPUT 2001

fires multiple shotgun pellets

pal 10 bigger, tougher, DB shotgun

pal 14 smaller, weaker
pal 23 shoots a single powerful projectile

 

Axe Demon (LIZMAN) 2120

LIZMANSTAYPUT 2121

weak, moves fast, has a melee attack, can jump

pal 7 stronger, fast charging attack

 

Wizard 3473

floats, can teleport and regenerate, make spinning force field

pal 0 shoots plasma, can encase player in force fields

pal 10 fire attacks

pal 24 lightning attacks, does not regenerate or use force field

pal 25 boss strength, cold attacks, wakes pal 17 golems and wraiths if they have the same lotag as him

 

Bat 4096

Extra 0 = flies straight ahead, disappears when it runs into something

Extra 1 = circles clockwise

EXtra 2 = circles counterclockwise

Extra 3 = figure 8 clockwise

Extra 4 = figure 8 ccw

hitag = rate of turn (leave at zero for a rate of 12 degrees per tic, which is pretty good)


Spider 4264

can walk on ceiling, use web lines to drop

fires shoots sticky webs and bites


HORNET 4300

A large hornet.  It becomes aggressive when the player gets close.

KORAX 4352

An extremely powerful boss.  Play the end of wgr5.map for details.

Cyberdemon 4959
CYBERDEMONSTAYPUT 4960

needs no introduction

pal 7 fires BFG beam lite
pal 10 fires rockets
pal 13 fires explosive shotgun
pal 0,16 fires plasma

If the sprite has an EXTRA of 4, he will be a super boss version (like the one at the end of Utter Chaos)

 

Dethnite 5252
DETHNITESTAYPUT 5253
DETHNITEBONES 5326

A skelknight leader.  Sword attack emits force blasts that pushes player back.  His shield can block incoming attacks.  Will rise again is slain unless body is destroyed by explosives or fire.

Also has auras:
pal 0 = speed aura
pal 1 = freezing aura
pal 2 = might aura
pal 3 = no aura (also true of all pals not listed)
pal 4 = invisibility aura
pal 8 = poison aura
pal 20 = boss (very tough, randomly switches aura, his shield is more effective, can spawn rage heads and skelknights)

 

Bad Fish 5232

pal 2 faster, goes after player and bites more

 

AXON 5476 // an NPC

He explains the quest, and gives helpful items.

 

HERO 5528 // an NPC

These are automatically spawned by SOULDOOR.  They can also be placed in maps separately.  Heroes will attack nearby monsters and attempt to follow the player.  If they are spawned by SOULDOOR, they will teleport out of the map after a while.  When a level is completed, heroes that survived or teleported out of the map are counted and added to a tally.  The next time the player returns to level 0 (the HUB map), any pal 4 heroes in the map will become normal heroes (up to the total number saved).

Serpent Demon 5632

DEMONSTAYPUT 5633
spits and has bite attack, pretty fast
pal 7 is tougher, fires several projectiles at once in different directions

pal 17 statue, lotag is activation number

Dragon 5702

flies, breaths fire, swoop attacks

pal 1, pal 20  breaths frost instead of fire
pal 2 much tougher, more fire, can pick up the player and drop him
pal 7 smaller and weaker, shoots smaller and faster fireballs (the wraith projectile)
pal 17 statue, lotag is activation number

Ettin 5776
ETTINSTAYPUT 5777

tough, melee attack and "grenade" attack
turns reddish and becomes more dangerous when badly wounded

pal 17 statue, lotag is activation number

 

Skelknight 5888
SKELKNIGHTSTAYPUT 5889
SKELKNIGHTBONES 5958

slow, weak warriors, bodies will resurrect unless destroyed by explosives or fire.  SKELKNIGHTBONES start as slain bodies and rise when the player gets near.

pal 19 faster and twice as tough as pal 0
pal 20 even faster and three times as tough as pal 0, and they throw axes

 

WRAITH 5980
WRAITHSTAYPUT 5981

pal 20 icey version , shoots tracking ice balls
pal 24 Boss (very tough, spawns normal wraiths that stay at his sides, can attack with lightning and energy balls that spawn spiders or axe demons)
pal 17 statue, lotag is activation number

Golem 6039
GOLEMSTAYPUT 6040

tough, powerful melee attack that knocks player back

pal 0 ice golem, shoots cold blast
pal 10 fire golem, rises from lava and shoots lava balls
pal 14 slime golem, grabs and poisons player, breaks into smaller slime golems when shot (up to 7 total)
pal 15 rock golem
pal 17 statue, lotag is activation number

 

GHOST 6080

possesses other monsters and makes them tougher, can only be killed when spirit vision is on

CYBERFLOAT 6450
CYBERFLOATPUT 6451

A floating, legless Cyberdemon. It has 1500 strength, as compared to 4000 for the regular Cyberdemon. Its rockets also do less damage. However, it can fly and is still formidable.

EVILDUKE 6656
EVILDUKESTAYPUT 6657

An evil clone of Duke Nukem with a chaingun and grenades.