********************************************************************* * * * NMAP: A map editor for WOLF3D versions 1.0 and 1.1 * * * ********************************************************************* Tired of the same old levels? Want to see the secrets you have been missing in some of the levels? Want to see what WOLF3D can really do? Do you already have an editor but it will not show you all of your objects? Want something that works with WOLF3D version 1.1? Well here it is! N M A P ! ! What NMAP offers: * Easy-to-use mouse interface * Area mapping * Customizable map tiles * Includes tiles for all standard objects * Full object viewing * Importing and Exporting of levels What NMAP requires: * A mouse * VGA * WOLF3D Version 1.0 or 1.1 ********* * SETUP * ********* To configure your NMAP program, you may need to edit the NMAP.CFG file. The NMAP.CFG file is an ASCII text file which can be edited by any standard ASCII text editor. The first line should be a "1" or a "0". If you have WOLF3D version 1.0 then use a "0". If you have version 1.1, then use a "1". The second line is the filename of the game map file. This name is usually either GAMEMAPS.WL1 (v1.1) or MAPTEMP.WL1 (v1.0). The third line is the filename of the map header file. This name is usually MAPHEAD.WL1 (V1.0 and V1.1). The filenames may also include a path name. Example: 0 (version 1.0 of Wolf 3D) MAPTEMP.WL1 (the game map file) MAPHEAD.WL1 (the map header file) *********** * EDITING * *********** To select a wall or object, move the mouse cursor to the item you want and press the mouse button. The name and image of the item you selected will appear in the upper left of the screen. To place the wall or object, move the mouse cursor to the location on the map where you want to put the item. Press the mouse button and the item will appear under the mouse cursor. Holding down the mouse button will allow you to place the same object wherever you move the cursor on the map. When the mouse cursor is over the map, and nothing is being selected, information about the wall and tile under the cursor will appear above the map. To change the items in the selection menu, click on the box labeled "Walls" to access the wall menu, the box labeled "Objs" to select the object menu, the box labeled "up" to move up in the current menu, or the box labeled " down" do move down in the current menu. *************** * DEFINITIONS * *************** Wolf 3D has some limitations, and to understand the limitations, it is necessary to understand how Wolf 3D organizes its data. WALLS: These are the most basic element of Wolf 3D. Walls may be placed anywhere in any sequence. Each wall uses two pictures, one for the front and back and another for the left and right sides. Usually, these pictures are the same picture with different shading. STATIC OBJECTS: These are the second most common items in Wolf 3D. A static object is a stationary sprite. These sprites are not a solid picture, and allows you to see through parts of them. Examples of static objects are Water puddles, plants, ammo, lamps, bones, food, treasures, and vines. There is a limit of 400 static objects per map. ACTORS: These are the animated sprites. In Wolf 3D these are always guards. The "dead bodies" left after shooting a guard are also actors. Examples of actors are: The guards, officers, and dogs. There is a limit of about 150 actors. AREAS: Areas define how guards will respond. When you shoot or open a door in an area, all of the guards in that area will respond. The rest of the guards will usually be unaffected. Areas in the map are stored with walls. By default, NMAP filters out the areas so you can see the objects. Pressing the F6 key will reveal the areas, represented as patterns of different colors. Note that it is an error to use an area of 0 (nothing). DOORS: The doors in Wolf 3D are stored as walls. The area surrounding the doors must be set up correctly or erratic result may result. There are several doors, the first can be opened at any time. The second requires the yellow key (key 1) to open the door. The third requires the grey key (key2). Note that there is a limit of 64 doors per map. **************** * EDITING KEYS * **************** The following keys on the keyboard may be used during editing a map: S - SAVE LEVEL : Saves the current map into the game map file Q - QUIT : Exits NMAP. Prompts to save changes (if any) first. W - WARP TO LEVEL : Jumps directly to a level that you specify. + - NEXT LEVEL : Jumps to the next map. - - PREVIOUS LEVEL : Jumps to the previous map. E - EXPORT LEVEL : Save the current level to a .LEV file. (no default extension) I - IMPORT LEVEL : Load a file over the current level from a .LEV file. C - CLEAR LEVEL : Clear the current level. F1 - WALLS : Select the walls menu. Same as clicking on the box labeled "walls" F2 - OBJECTS : Select the objects menu. Same as clicking on the box labeled "objs". F3 - UP : Move menu up. Same as clicking on "up" F4 - DOWN : Move menu down. Same as clicking on "down" F5 - MASK WALLS : Display all walls as wall #1. Useful for area editing and finding misplaced objects. F6 - SHOW MAP AREAS : Displays the areas as patterns of different colors. F7 - HIDE OBJECTS : Prevents objects from being displayed. F8 - OBJECT PUT TYPE: Normally, objects are merged with the wall placed behind it. Pressing this button toggles between this mode, and directly placing the object. F10 - HELP : Brings up a quick help screen. ***************** * MOVING GUARDS * ***************** Some of the guards can be set so that they are walking around in a level while you play. This adds some randomness to exactly where the guards will be when you come upon them. Of course, when you get their attention the break from any walking patterns. The movement of the guards is controlled by "direction controllers". They are shown as white arrows in the object menu. These controllers are not visible in the game, and do not count as static objects. Examples of movement control can be found throughout the game maps. If the movement controllers are incorrectly set, and the guard breaks from the loop, the guard will keep moving until it runs into a wall or object where it will stop. ***************** * COMPATIBILITY * ***************** NMAP supports extended wall sets and guard sets. If you do not have the extended vswap file, you should limit yourself to the known objects and walls. Attempting to view a nonexistent object or guard will cause the game to crash. Attempting to view a nonexistent wall will result in junk being displayed on the walls. Extended items are preceded with an asterisk ("*") in the menu. Keep in mind when exporting and importing files that not all versions of WOLF3D have the same graphics. If you make a level that requires extended guards, objects or walls and want to share it, make a note to go with the file explaining that it needs the extended graphics set. The NMAP.LEV file included with this program uses standard graphics and guards. It should be possible to import it into any version of WOLF3D. **************** * MAKETILS.EXE * **************** This program allows you to change the tiles that NMAP uses to represent objects on its editing screen. This program requires a mouse. ********************************************************************** LICENSE: This program is free for you to use and distribute. The only condition is that no modifications are made to the NMAP.EXE or the NMAP.DOC files. This program is not to be sold. You may only charge the price of the floppy disk you put the program on. Although you are under no obligation to send money for the use of this program, I would appreciate any contribution you may wish to make. If you have any comments, questions, or suggestions about this program, feel free to write me at: Nathan Lineback lineback@toastytech.com