; ------------------------------------------------------------- ; Map definition file for editing Blake Stone maps with MapEdit ; ; MAPDATA.BS6 ; ; Warren Buss / Bryan Baker (5/94) ; ------------------------------------------------------------- ; ; Comment lines must have ';' as ; the first character on the line ; or they must be a blank line. ; ; ; All wall squares have 2 color shade configurations. ; When a wall faces East/West, it is a darker shade (as if it ; is in shadow) than the same wall facing North/South. ; When blood appears ; on a wall, its shape also looks ; different depending on whether the wall faces E/W or N/S. ; ; Numbers in parenthesis are "page" numbers displayed when debug ; key Bksp+T is used to view graphics of walls, doors, etc. during ; game play in debug mode. This is a cross-reference ; which will let you to see what the codes below graphically ; represent. The number on the left is the N/S view and the ; number on the right is the E/W (shaded) view. ; ; PAGE #'s 0001 3010 Steel 1 (0/1) 0002 3010 Steel 1/Vent (2/3) 0006 3e30 Steel 1/Blood (10/11) 0009 3010 Steel 2 (16/17) 0025 3e30 Steel 2/Blood (72/73) 000e 3010 Steel 3 (26/27) 0003 6c30 Brn brick 1 (4/5) 0005 6440 Brn brick 1/Blood (8/9) 0004 6d30 Brn brick 2 (6/7) 0007 8010 Grey brick 1 (12/13) 0017 7c40 Grey Brick 1/Blood (44/45) 0008 8020 Grey brick 2 (14/15) 000c 8010 Aqua/Grey 1 (22/23) 003b 8230 Aqua/Grey 2 (116/117) 000b 8730 Aqua/Grey/Light (20/21) 0021 8730 Aqua/Grey 2/Sign (64/65) 000a 3010 Blue / Light (18/19) 0022 3010 White/Gold emblem (66/67) 0013 1020 Blue 1 (36/37) 0014 9020 Blue 2 (38/39) 0010 3010 Blue 3 (30/31) 001a 1020 Blue 4 (50/51) 002a 4680 Blue 5A (82/83) 002b 4680 Blue 5B (84/85) 002c 4680 Blue 5C (86/87) 003e 8230 Blue 5D (122/123) 003f 8230 Blue 5E (124/125) 001b 1020 Blue 6 (52/53) Microwave oven E/W 001c 1020 Blue 7 (54/55) 0023 8010 Grey/Green 1 (68/69) 0024 8020 Grey/Green 2A (70/71) 002e 8010 Grey/Green 2B (90/91) 0030 8020 Grey/Green 2C (94/95) 0031 8730 Grey/Green 2D/sign (96/97) 0032 7940 Grey/Green 2E (98/99) 0028 cb30 Grey/Green 3 (78/79) 0026 cb30 Green/Grey/Blue 1 (74/75) 0027 cb30 Green/Grey/Blue 2 (76/77) 0029 cb30 Green/Grey/Blue 3 (80/81) 0036 6d30 Brown Stone 1 (106/107) 002f 6440 Brown Stone 1/Sign (92/93) 0037 6d30 Brown Stone 2/Blood (108/109) 0038 6d30 Brown Stone 3 (110/111) 0033 6c30 Brown 1 (100/101) 0034 6c30 Brown 2/Insignia (102/103) 'S' for Star Institute 0035 6c30 Brown 3 (104/105) 003a 6c30 Brown 4 (114/115) 003d 8230 Grey Insignia (120/121) 001d 4010 Shuttle/Exit (lt) (56/57) N/S Shuttle, E/W Exit to Shuttle Bay 001e 4010 Shuttle/Exit (mid) (58/59) N/S Shuttle, E/W Exit to Shuttle Bay 001f 4010 Shuttle/Exit (rt) (60/61) N/S Shuttle, E/W Exit to Shuttle Bay 003c 6c30 Goldfire Video Scrn (118/119) 0011 2a30 Comp. Term. (32/33) 0015 e010 Elev. Controls (40/41) E/W control panel - N/S "S" insignia 0016 e630 Elev. Walls (42/43) no controls on this wall 0019 e020 Elev. Fascade (48/49) Covers outside of Elevator controls 005e 7070 Elevator Dr (blinks)(158/159) Door blinks on automap 005f 7060 Elevator Dr (blinks)(162/163) Door blinks on automap 000d 8530 Fake Teleporter (24/25) 0020 8530 Teleporter (62/63) 0018 2a30 Plasma generator (46/47) 000f 2a30 Food unit 1 (28/29) 0012 2a30 Food unit 2 (34/35) 002d e0e0 Barrier Switch Up (88/89) 0039 f0e0 Barrier Switch Dn (112/113) 0066 7070 Brown Door N/S (188) 0058 7070 White Door N/S (176) 005c 7070 Blue Door 1 N/S (182) 0060 7070 Blue Door 2 N/S (184) 0068 7070 Grey Door 2 N/S (180) 005a 7070 Grey/Blue Door N/S (174) 0063 7060 1-Way Door (South) (186) 0065 7060 1-Way Door (North) (190) 0067 7060 Brown Door E/W (189) 0059 7060 White Door E/W (177) 005d 7060 Blue Door 1 E/W (183) 0061 7060 Blue Door 2 E/W (185) 0069 7060 Grey Door 2 E/W (181) 005b 7060 Grey/Blue Door E/W (175) 0062 7070 1-Way Door (East) (187) 0064 7070 1-Way Door (West) (191) 009e f00a Auto-door Hot-Spot 00d0 f00a Auto-door Pointer 006a 71d0 Floor (Deaf guard) 6A ; All floor codes from this point thru code 98 ; are to be used only in non-hidden areas of ; the floor. This provides for proper Automap ; display. 006c f00z (Guard Block) 6C 006d 10b0 Floor 6D 006e 90b0 Floor 6E 006f 20b0 Floor 6F 0070 a0b0 Floor 70 0071 30b0 Floor 71 0072 b0b0 Floor 72 0073 40b0 Floor 73 0074 c0b0 Floor 74 0075 50b0 Floor 75 0076 d0b0 Floor 76 0077 60b0 Floor 77 0078 e0b0 Floor 78 0079 80b0 Floor 79 007a 70b0 Floor 7A 007b f0b0 Floor 7B 007c 10a0 Floor 7C 007d 90a0 Floor 7D 007e 20a0 Floor 7E 007f a0a0 Floor 7F 0080 30a0 Floor 80 0081 b0a0 Floor 81 0082 40a0 Floor 82 0083 c0a0 Floor 83 0084 50a0 Floor 84 0085 d0a0 Floor 85 0086 60a0 Floor 86 0087 e0a0 Floor 87 0088 80a0 Floor 88 0089 70a0 Floor 89 008a f0a0 Floor 8A 008b 10c0 Floor 8B 008c 90c0 Floor 8C 008d 20c0 Floor 8D 008e a0c0 Floor 8E 008f 30c0 Floor 8F 0090 b0c0 Floor 90 0091 40c0 Floor 91 0092 c0c0 Floor 92 0093 50c0 Floor 93 0094 d0c0 Floor 94 0095 60c0 Floor 95 0096 e0c0 Floor 96 0097 80c0 Floor 97 0098 70c0 Floor 98 ; All floor codes from this point on are ; to be used only in hidden areas (behind ; push-walls). This provides for the proper ; Automap display. 00a2 f00z (Guard Block) A2 00a3 f0c0 Floor A3 00a4 1010 Floor A4 00a5 9010 Floor A5 00a6 2010 Floor A6 00a7 a010 Floor A7 00a8 3010 Floor A8 00a9 b010 Floor A9 00aa 4010 Floor AA 00ab c010 Floor AB 00ac 5010 Floor AC 00ad d010 Floor AD 00ae 6010 Floor AE 00af e010 Floor AF 00b0 8010 Floor B0 00b1 7010 Floor B1 00b2 1020 Floor B2 00b3 9020 Floor B3 00b4 2020 Floor B4 00b5 a020 Floor B5 00b6 3020 Floor B6 00b7 b020 Floor B7 00b8 4020 Floor B8 00b9 c020 Floor B9 00ba 5020 Floor BA 00bb d020 Floor BB 00bc 6020 Floor BC 00bd e020 Floor BD 00be 8020 Floor BE 00bf 7020 Floor BF 00c0 f020 Floor C0 00c1 0150 Floor C1 00c2 0950 Floor C2 00c3 0250 Floor C3 00c4 0a50 Floor C4 00c5 0350 Floor C5 00c6 0b50 Floor C6 00c7 0450 Floor C7 00c8 0c50 Floor C8 00c9 0550 Floor C9 00ca 0d50 Floor CA 00cb 0e50 Floor CB 00cc 0850 Floor CC 00cd 0750 Floor CD 00ce 0f50 Floor CE 009d c0e0 Terminate Mission ; ;--------------------------- ; To create messages that ; show up in the game when ; you display the automap, ; use the 0000 map component ; below. ;--------------------------- 0000 ff30 Game Map Messages ; ; To write comments that do not show ; up at game time, use the Comment ; characters below. These characters ; must be positioned on the floor such ; that they won't be exposed during ; game time. 00d1 f00A Comment 00d2 f00B Comment 00d3 f00C Comment 00d4 f00D Comment 00d5 f00E Comment 00d6 f00F Comment 00d7 f00G Comment 00d8 f00H Comment 00d9 f00I Comment 00da f00J Comment 00db f00K Comment 00dc f00L Comment 00dd f00M Comment 00de f00N Comment 00df f00O Comment 00e0 f00P Comment 00e1 f00Q Comment 00e2 f00R Comment 00e3 f00S Comment 00e4 f00T Comment 00e5 f00U Comment 00e6 f00V Comment 00e7 f00W Comment 00e8 f00X Comment 00e9 f00Y Comment 00ea f00Z Comment 00eb f00a Comment 00ec f00b Comment 00ed f00c Comment 00ee f00d Comment 00ef f00e Comment 00f0 f00f Comment 00f1 f00g Comment 00f2 f00h Comment 00f3 f00i Comment 00f4 f00j Comment 00f5 f00k Comment 00f6 f00l Comment 00f7 f00m Comment 00f8 f00n Comment 00f9 f00o Comment 00fa f00p Comment 00fb f00q Comment 00fc f00r Comment 00fd f00s Comment 00fe f00t Comment 00ff f00u Comment 0100 f00v Comment 0101 f00w Comment 0102 f00x Comment 0103 f00y Comment 0104 f00z Comment 0105 0000 Blank 0106 0e50 Highlight-yellow 0107 f000 Comment 0108 f001 Comment 0109 f002 Comment 010a f003 Comment 010b f004 Comment 010c f005 Comment 010d f006 Comment 010e f006 Comment 010f f008 Comment 0110 f009 Comment 0111 f00= Comment 0112 f00- Comment 0113 f00| Comment 0114 f00\ Comment 0115 f00/ Comment 0116 f00< Comment 0117 f00> Comment 0118 f00? Comment 0119 f00. Comment 011a f00! Comment