************* * File name : WOLFMAP.CFG * Last updated: Tue Aug 11, 1992 @ 23:58:39 * * Description : WOLFMAP configuration file for Wolfenstein 3D. * * This file has been tested with shareware versions 1.0, 1.1, * and 1.11 (it should work with the non-shareware versions too). * * 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 D ÍÍ 2 Y Door (horizontal) 003 L ðð 2 Y Locked door 004 E ][ 2 Y Elevator door 005 @ @@ 0 Y Outdoors scenery 006 3 Floor 007 D º 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 Ammunition 003 F f 2 Y Food 004 + + 2 Y First aid 005 W w 2 Y Weapon 3 006 W w 2 Y Weapon 4 007 $ $ 2 Y Treasure 008 M m 2 Y Mirror 009 K gk 2 Y Gold Key 010 O o 1 Y Miscellaneous object (trivial) 011 1 D1 3 Y Dog (skill level 1 & 2) 012 1 G1 3 Y Guard (skill level 1 & 2) 013 1 S1 3 Y SS Guard (skill level 1 & 2) 014 B B! 3 Y Boss 015 % %% 0 Y Secret passage 016 3 D3 3 Y Dog (skill level 3) 017 3 G3 3 Y Guard (skill level 3) 018 3 S3 3 Y SS Guard (skill level 3) 019 4 D4 3 Y Dog (skill level 4) 020 4 G4 3 Y Guard (skill level 4) 021 4 S4 3 Y SS Guard (skill level 4) 022 * * 0 Y Your starting location 023 0 Changes direction that enemy faces 024 X XX 0 Y Ends game (eXit) 025 1 W1 3 Y White guard (skill level 1 & 2) 026 3 W3 3 Y White guard (skill level 3) 027 4 W4 3 Y White guard (skill level 4) 028 P P! 3 Y Black priest 029 H H! 3 Y Hitler 030 S S! 3 Y Dr. Schabbs 031 1 Z1 3 Y Zombie (skill level 1 & 2) 032 3 Z3 3 Y Zombie (skill level 3) 033 4 Z4 3 Y Zombie (skill level 4) 034 K sk 2 Y Silver Key [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... * 01 001 Wall : Grey stone cube 02 001 Wall : Grey stone cube 03 001 Wall : Grey stone cube with flag 04 001 Wall : Grey stone cube with picture 05 001 Wall : Blue stone cube with cell door 06 001 Wall : Grey stone cube with bird and archway 07 001 Wall : Blue stone cube with cell door and skeleton 08 001 Wall : Blue stone cube 09 001 Wall : Blue stone cube 0a 001 Wall : Wood cube with picture of bird 0b 001 Wall : Wood cube with picture 0c 001 Wall : Wood cube 0d 004 Eleva: Elevator door (no red door handle) (ie. from prvs level) 0e 001 Wall : Steel cube (N/S="Verbotem", E/W="Achtung") 0f 001 Wall : Steel cube 10 005 Exit : Landscape view (N/S=sky & green land, E/W=dark & stars?) 11 001 Wall : Red brick cube 12 001 Wall : Red brick cube with green wreath 13 001 Wall : Purple and green cube 14 001 Wall : Red brick cube with tapestry of bird 15 001 Wall : Inside elevator (N/S=hand rail, E/W=controls in down position) 16 001 Wall : Inside elevator (N/S=blank wall, E/W=controls in up position) 17 001 Wall : Wood cube with green branches over a cross 18 001 Wall : (v1.1+) Grey stone cube with green moss/slime 19 001 Wall : Pink and green cube 1a 001 Wall : (v1.1+) Grey stone cube with green moss/slime 1b 001 Wall : Grey stone cube 1c 001 Wall : Grey stone cube (N/S="Verbotem", E/W="Achtung") 1d 001 Wall : (Eps.2+) Brown cave 1e 001 Wall : (Eps.2+) Brown cave with blood 1f 001 Wall : (Eps.2+) Brown cave with blood 20 001 Wall : (Eps.2+) Brown cave with blood 21 001 Wall : (Eps.2+) Stained glass window of Hitler 22 001 Wall : (Eps.2+) Blue brick wall with skulls 23 001 Wall : (Eps.2+) Grey brick wall 24 001 Wall : (Eps.2+) Blue brick wall with swastikas 25 001 Wall : (Eps.2+) Grey brick wall with hole 26 001 Wall : (Eps.2+) Red/grey/brown wall 27 001 Wall : (Eps.2+) Grey brick wall with crack 28 001 Wall : (Eps.2+) Blue brick wall 29 001 Wall : (Eps.2+) Blue stone wall with verboten sign 2a 001 Wall : (Eps.2+) Brown tiles 2b 001 Wall : (Eps.2+) Grey brick wall with map 2c 001 Wall : (Eps.2+) Orange stone wall 2d 001 Wall : (Eps.2+) Orange stone wall 2e 001 Wall : (Eps.2+) Brown tiles 2f 001 Wall : (Eps.2+) Brown tiles with banner 30 001 Wall : (Eps.2+) Orange panel on wood wall 31 001 Wall : (Eps.2+) Grey brick wall with Hitler 40 001 Wall : Grey stone cube 41 001 Wall : Grey stone cube 42 001 Wall : Grey stone cube 43 001 Wall : Grey stone cube with flag 44 001 Wall : Grey stone cube with picture 45 001 Wall : Blue stone cube with cell door 46 001 Wall : Grey stone cube with bird and archway 47 001 Wall : Blue stone cube with cell door and skeleton 48 001 Wall : Blue stone cube 49 001 Wall : Blue stone cube 4a 001 Wall : Wood cube with picture of bird 4b 001 Wall : Wood cube with picture 4c 001 Wall : Wood cube 4d 004 Eleva: Elevator door (no red door handle) 4e 001 Wall : Steel cube (N/S="Verbotem", E/W="Achtung") 4f 001 Wall : Steel cube 50 005 Exit : Exit (N/S=sky & green land, E/W=dark & stars?) 51 001 Wall : Red brick cube 52 001 Wall : Red brick cube with green wreath 53 001 Wall : Pink and green cube 54 001 Wall : Red brick cube with tapestry of bird 55 001 Wall : Inside elevator (N/S=hand rail, E/W=controls in down position) 56 001 Wall : Inside elevator (N/S=blank wall, E/W=controls in up position) 57 001 Wall : Wood cube with green branches over a cross 59 001 Wall : Pink and green cube 5a 007 VDoor: Steel door (east/west doorway) (vertical on map) 5b 002 HDoor: Steel door (north/south doorway) (horizontal on map) 5c 003 Lock : Locked version of 5a (need gold key to open) 5d 003 Lock : Locked version of 5b (need gold key to open) 5e 003 Lock : Locked version of 5a (need silver key to open) 5f 003 Lock : Locked version of 5b (need silver key to open) 60 003 Lock : Locked version of 5a (can't open) 61 003 Lock : Locked version of 5b (can't open) 62 003 Lock : Locked version of 5a (can't open) 63 003 Lock : Locked version of 5b (can't open) 64 004 Eleva: Elevator door with a grey stone cube on north and south side 65 004 Eleva: Elevator door with a grey stone cube on east and west side **** * * 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 (guard can see right,left, and 1 square behind) **** * * 6b - 8f: Guard can only see in front of him * **** 6b 006 Floor: Floor 6c 006 Floor: Floor 6d 006 Floor: Floor 6e 006 Floor: Floor 6f 006 Floor: Floor 70 006 Floor: Floor 71 006 Floor: Floor 72 006 Floor: Floor 73 006 Floor: Floor 74 006 Floor: Floor 75 006 Floor: Floor 76 006 Floor: Floor 77 006 Floor: Floor 78 006 Floor: Floor 79 006 Floor: Floor 7a 006 Floor: Floor 7b 006 Floor: Floor 7c 006 Floor: Floor 7d 006 Floor: Floor 7e 006 Floor: Floor 7f 006 Floor: Floor 80 006 Floor: Floor 81 006 Floor: Floor 82 006 Floor: Floor 83 006 Floor: Floor 84 006 Floor: Floor 85 006 Floor: Floor 86 006 Floor: Floor 87 006 Floor: Floor 88 006 Floor: Floor 89 006 Floor: Floor 8a 006 Floor: Floor 8b 006 Floor: Floor 8c 006 Floor: Floor 8d 006 Floor: Floor 8e 006 Floor: Floor 8f 006 Floor: Floor [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: Starting location, facing north 14 022 Start: Starting location, facing east 15 022 Start: Starting location, facing south 16 022 Start: Starting location, facing west 17 010 Objec: Puddle of water 18 010 Objec: Green barrel 19 010 Objec: Table and two chairs 1a 010 Objec: Floor lamp 1b 010 Objec: Chandelier 1c 010 Objec: Skeleton handing from hook in ceiling 1d 003 Food : Bowl of dog food 1e 010 Objec: Stone pillar 1f 010 Objec: Potted tree 20 010 Objec: Skeleton lying on ground 21 010 Objec: Sink 22 010 Objec: Potted plant 23 010 Objec: Blue vase 24 010 Objec: Round table 25 010 Objec: Ceiling light 26 010 Objec: 5 Pots and pans hanging from wood beam attached to ceiling 27 010 Objec: Suit of armour 28 010 Objec: Hanging cage 29 010 Objec: Hanging cage with skeleton inside 2a 010 Objec: Pile of bones 2b 009 GKey : Gold key 2c 034 SKey : Silver key 2d 010 Objec: Cot 2e 010 Objec: Bucket 2f 003 Food : Plate of food 30 004 Aid : First aid kit 31 002 Ammo : Ammo 32 005 Weap3: Weapon 3 33 006 Weap4: Weapon 4 34 007 Treas: Jewelled cross 35 007 Treas: Gold chalice 36 007 Treas: Jewelled box 37 007 Treas: Crown 38 008 Mirro: Blue mirror with face 39 010 Objec: Bones and blood 3a 010 Objec: Wood barrel 3b 010 Objec: Stone well with water 3c 010 Objec: Stone well no water 3d 010 Objec: Blood 3e 010 Objec: Flag pole and flag 3f 010 Objec: (v1.1) Floating sign: "CALL APOGEE. SAY "SNAPPITY" * (v1.11) Floating sign: "CALL APOGEE. SAY "AARDWOLF" 40 010 Objec: (v1.1+) Broken glass on floor (or crushed bones?) 41 010 Objec: (v1.1+) Broken glass on floor (or crushed bones?) 42 010 Objec: (v1.1+) Broken glass on floor (or crushed bones?) 43 010 Objec: (v1.1+) Pot, pan, and ladle hanging from ceiling 44 010 Objec: (v1.1+) Iron wood-burning stove 45 010 Objec: (v1.1+) Rack of poles (spears ?) 46 010 Objec: (v1.1+) Green vines hanging from ceiling 49 001 ?????: Unknown purpose (found in episode 1, on level 3) 5a 023 Face : Makes enemy face east 5b 023 Face : Makes enemy face north east 5c 023 Face : Makes enemy face north 5d 023 Face : Makes enemy face north west 5e 023 Face : Makes enemy face west 5f 023 Face : Makes enemy face south west 60 023 Face : Makes enemy face south 61 023 Face : Makes enemy face south east 62 015 Secre: Block is a secret passage 63 024 End : Ends game 6c 012 Guard: Tan soldier (skill level 1 & 2), standing still facing east 6d 012 Guard: Tan soldier (skill level 1 & 2), standing still facing north 6e 012 Guard: Tan soldier (skill level 1 & 2), standing still facing west 6f 012 Guard: Tan soldier (skill level 1 & 2), standing still facing south 70 012 Guard: Tan soldier (skill level 1 & 2), walking east 71 012 Guard: Tan soldier (skill level 1 & 2), walking north 72 012 Guard: Tan soldier (skill level 1 & 2), walking west 73 012 Guard: Tan soldier (skill level 1 & 2), walking south 74 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), standing facing east 75 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), standing facing north 76 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), standing facing west 77 025 WGuar: (Eps.2+) White guard (skill level 1 & 2), standing facing south 7c 010 Objec: Dead tan soldier 7e 013 SS : Blue soldier (skill level 1 & 2), standing still, facing east 7f 013 SS : Blue soldier (skill level 1 & 2), standing still, facing north 80 013 SS : Blue soldier (skill level 1 & 2), standing still, facing west 81 013 SS : Blue soldier (skill level 1 & 2), standing still, facing south 82 013 SS : Blue soldier (skill level 1 & 2), walking east 83 013 SS : Blue soldier (skill level 1 & 2), walking north 84 013 SS : Blue soldier (skill level 1 & 2), walking west 85 013 SS : Blue soldier (skill level 1 & 2), walking south 8a 011 Dog : Dog (skill level 1 & 2), running east 8b 011 Dog : Dog (skill level 1 & 2), running north 8c 011 Dog : Dog (skill level 1 & 2), running west 8d 011 Dog : Dog (skill level 1 & 2), running south 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 98 026 WGua3: (Eps.2+) White guard (skill level 3), standing, facing east 99 026 WGua3: (Eps.2+) White guard (skill level 3), standing, facing north 9a 026 WGua3: (Eps.2+) White guard (skill level 3), standing, facing west 9b 026 WGua3: (Eps.2+) White guard (skill level 3), standing, facing south a0 028 Pries: (Eps.2+) Black priest 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 b2 029 Hitlr: (Eps.2+) Hitler b4 020 Guar4: Tan soldier (skill level 4), standing still, facing east b5 020 Guar4: Tan soldier (skill level 4), standing still, facing north b6 020 Guar4: Tan soldier (skill level 4), standing still, facing west b7 020 Guar4: Tan soldier (skill level 4), standing still, facing south b8 020 Guar4: Tan soldier (skill level 4), walking east b9 020 Guar4: Tan soldier (skill level 4), walking north ba 020 Guar4: Tan soldier (skill level 4), walking west bb 020 Guar4: Tan soldier (skill level 4), walking south bc 027 WGua4: (Eps.2+) White guard (skill level 4), standing, facing east bd 027 WGua4: (Eps.2+) White guard (skill level 4), standing, facing north be 027 WGua4: (Eps.2+) White guard (skill level 4), standing, facing west bf 027 WGua4: (Eps.2+) White guard (skill level 4), standing, facing south c4 030 Schab: (Eps.2+) Dr. Schabbs c6 021 SS4 : Blue soldier (skill level 4), standing still, facing east c7 021 SS4 : Blue soldier (skill level 4), standing still, facing north c8 021 SS4 : Blue soldier (skill level 4), standing still, facing west c9 021 SS4 : Blue soldier (skill level 4), standing still, facing south ca 021 SS4 : Blue soldier (skill level 4), walking east cb 021 SS4 : Blue soldier (skill level 4), walking north cc 021 SS4 : Blue soldier (skill level 4), walking west cd 021 SS4 : Blue soldier (skill level 4), walking south d2 019 Dog4 : Dog (skill level 4), running east d3 019 Dog4 : Dog (skill level 4), running north d4 019 Dog4 : Dog (skill level 4), running west d5 019 Dog4 : Dog (skill level 4), running south d6 014 Boss : Final boss (blue) ("Hans") 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 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 fc 033 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing east fd 033 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing north fe 033 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing west ff 033 Zomb4: (Eps.2+) Zombie (skill level 4), standing facing south