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435 leod 1
// Maphacks for Duke3D HRP
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// Level:  E1L1.MAP - "Hollywood Holocaust" (1.3D retail + shareware version)
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// Author: Allen H. Blum III
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// mapmd4: 944032d239a314088ec7fdd771910362
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// Reviewed by LeoD (February 2013)
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466 leod 8
 
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// CHARACTERS
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// Slime babes
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sprite    20 angoff    -256        // tile1294 podfem1
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// PROPS
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// Cinema sign
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sprite   346 angoff     512        // tile0925 neon1 cinema
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sprite   397 angoff    -512        // tile0925 neon1 cinema
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// Fire hydrant
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sprite   213 angoff    -512        // tile0981 hydrent
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// Rubbercans
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sprite   160 angoff     128        // tile1062 rubbercan
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sprite   382 angoff     256        // tile1062 rubbercan (near cash register)
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sprite   383 angoff     192        // tile1062 rubbercan
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// ITEMS/POWERUPS
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// Armor
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sprite   530 angoff    -256        // tile0054 shield
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// Health +10
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sprite    39 angoff    -512        // tile0051 cola
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// Health +30
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sprite    40 angoff     1024       // tile0052 sixpack
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sprite    41 angoff     256        // tile0052 sixpack
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sprite    76 angoff     128        // tile0052 sixpack
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sprite   169 angoff     256        // tile0052 sixpack
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sprite   171 angoff     384        // tile0052 sixpack
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sprite   529 angoff    -768        // tile0052 sixpack
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sprite   547 angoff     256        // tile0052 sixpack
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sprite   575 angoff    -256        // tile0052 sixpack
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sprite   619 angoff     768        // tile0052 sixpack
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// HoloDuke
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sprite   295 angoff     1024       // tile1348 holoduke
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sprite   409 angoff     768        // tile1348 holoduke
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// Jetpack
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sprite   445 angoff    -512        // tile0150 jetpack
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sprite   631 angoff     512        // tile0150 jetpack
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// Keycards (R)
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sprite   449 angoff     860        // tile0060 accesscard blue
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// MedKit
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sprite   374 angoff     1024       // tile0053 firstaid
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// Nightvision
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sprite    23 angoff     1024       // tile0059 heatsensor (Dukematch only)
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// WEAPONS/AMMO
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// Pistol & ammo
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sprite   546 angoff     512        // tile0021 firstgunsprite
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sprite   546 mdzoff     200000     // tile0021 firstgunsprite
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sprite   546 roll      -1          // tile0021 firstgunsprite
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sprite   615 angoff    -512        // tile0040 ammo
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sprite   617 angoff     512        // tile0040 ammo
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// Shotgun & ammo
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sprite    42 angoff    -512        // tile0028 shotgunsprite
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sprite    79 mdzoff     200000     // tile0028 shotgunsprite (multiplayer)
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sprite    79 roll      -1          // tile0028 shotgunsprite (multiplayer)
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sprite   110 angoff    -768        // tile0049 shotgunammo
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sprite   111 angoff    -256        // tile0049 shotgunammo
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sprite   197 angoff     256        // tile0049 shotgunammo flipped sprite
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sprite   520 angoff     768        // tile0049 shotgunammo *
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sprite   594 angoff     1024       // tile0049 shotgunammo *
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sprite   632 angoff     512        // tile0049 shotgunammo *
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sprite   634 angoff     512        // tile0049 shotgunammo *
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// Chaingun & ammo
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sprite    43 angoff     512        // tile0022 chaingunsprite
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sprite   109 angoff    -512        // tile0022 chaingunsprite (Dukematch only) *
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sprite   528 angoff     512        // tile0022 chaingunsprite (Dukematch only)
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sprite   532 angoff     256        // tile0041 batteryammo    (Dukematch only) *
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// RPG & ammo
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sprite    24 angoff     512        // tile0023 rpgsprite *
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sprite    80 angoff    -512        // tile0023 rpgsprite
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sprite    85 angoff     1024       // tile0044 rpgammo (Dukematch only)
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sprite   178 angoff    -768        // tile0044 rpgammo
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sprite   190 angoff    -512        // tile????
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sprite   429 angoff     512        // tile0023 rpgsprite
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// Pipebombs
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sprite    25 angoff     768        // tile0047 hbombammo
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sprite   533 angoff    -384        // tile0047 hbombammo (Dukematch only)
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sprite   630 angoff    -256        // tile0047 hbombammo box in secret area
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//sprite    83 angoff    -1536
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//sprite   170 angoff    -1536
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//sprite   525 angoff    -512
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//sprite   593 angoff    -512
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//sprite   290 angoff     256
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// OVERRIDE
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// Fixes for badly aligned sprites
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sprite    70 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
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sprite    70 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite    70 roll       5          // tile0913 maskwall2 (fence, rooftop)
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sprite    71 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
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sprite    71 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite    71 roll      -1          // tile0913 maskwall2 (fence, rooftop)
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sprite   113 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   113 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   115 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   115 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   116 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   116 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   117 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   117 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   117 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   118 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   118 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   119 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   119 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   120 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   120 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   121 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   121 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   122 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   122 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   123 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   123 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   124 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   124 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   125 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   125 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   126 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   126 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   126 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   127 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   127 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   128 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   128 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   129 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   129 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   130 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   130 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   131 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   131 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   132 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   132 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   133 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   133 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   134 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   134 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   135 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   135 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   135 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   136 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
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sprite   136 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   137 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   137 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   138 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   138 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   139 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   139 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   166 away1                 // tile0932 in the security room  ## ???? ##
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sprite   176 away1                 // tile0931 burning trash         ## ???? ##
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sprite   381 mdzoff     550000     // tile1062 rubbercan (behind theater)
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sprite   381 roll      -1          // tile1062 rubbercan (behind theater)
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sprite   382 mdzoff    -600000     // tile1062 rubbercan (near cash register)
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sprite   382 pitch      1          // tile1062 rubbercan (near cash register)
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sprite   572 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   572 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   573 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   573 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   573 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   586 away1                 // tile0502 security screen "Innocent?" sign
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sprite   630 mdzoff     1500000    // tile0047 hbombammo box in secret area
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sprite   630 pitch      1          // tile0047 hbombammo box in secret area
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// Forcing any floor aligned model to be rendered as sprite
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sprite    45 notmd                 // tile0341 bpannel1
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sprite   163 notmd                 // tile0568 femmag1
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sprite   164 notmd                 // tile0568 femmag1
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sprite   247 notmd                 // tile0513
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sprite   248 notmd                 // tile0513
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sprite   249 notmd                 // tile0513
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sprite   250 notmd                 // tile0513
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sprite   550 notmd                 // tile0342 pannel1
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// Switches to be hidden
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sprite   296 notmd                 // tile0164 dipswitch2 (arcade game)
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sprite   541 notmd                 // tile0132 slotdoor   (cash register)
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// LIGHTS 
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// by Devastator
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//    sect   x     y       z   range   r   g   b  rad  fade  ang   horiz  mins maxs prio  tile
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light  55  18432 49408  -36608  2500 255 255 255    0     0    0       0     0    0    0     0
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light  66  22144 39936   -9216  2500 200 200 200    0     0    0       0    10    0    0     0
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light  67  26048 39680   -6912  1000 100 100 100    0     0    0       0    18    0    0     0
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light  67  26048 40192   -6912  3500 255 255 255  450   200 1024    -600    18    0    0     0
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light  67  26048 40704   -6912  1000 100 100 100    0     0    0       0    18    0    0     0
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light  72  22016 45300   -6144  4000 255 255 255  400   300  512     100    13    0    0  9000
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light  72  22016 45545  -11144   500 255 255 255    0     0    0       0    13    0    0     0
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light  72  22016 45545   -1144   500 255 255 255    0     0    0       0    13    0    0     0
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light  89  15936 57600  -63232  1000 100 100 100    0     0    0       0     0    0    0     0
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light  89  16192 57600  -63232  3000 200 200 200  450   200 1536    -500     0    0    0     0
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light  89  16448 57600  -63232  1000 100 100 100    0     0    0       0     0    0    0     0
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light  90  22016 48832  -94976  2500 160 160 150    0     0    0       0    16    0    0     0
473 leod 229
light  90  22016 48832  -94976  8000 255 255 250  300   200 1536    -600    16    0    0     0 // +0
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light 106  21792 53664 -103168  9000 255 255 250  300   200  512    -500    15    6    0     0 // +1
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//light 116  18084 57216  -13056  1600 200 200 200    0     0    0       0    22    0    0     0 // +1? (110)
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//light 120  16384 57952  -13056  2048 200 200 200  300   200  512    -500    22    0    0     0 // +2? (119)
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light 135  22016 43520  -47104  6500 255 255 255  400   250 1540    -450    15  -21    0     0 // +2
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light 135  22016 43520  -43000  3000 220 220 220    0     0    0       0    15  -21    0     0 // +2
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light 138  19200 61184  -69000  4000 255   0   0    0     0    0       0     0    0    0     0 // +2
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light 141  27910 42254  -22000  7000 255 255 255  375   200   12    -150    15   -8    0     0 // +2
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light 141  27910 42818  -22000  1280 255 255 255    0     0    0       0    15   -8    0     0 // +2
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light 141  27910 41876  -22000  1280 255 255 255    0     0    0       0    15   -8    0     0 // +2
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light 144  25504 39168   -2048  1000   0 100  20    0     0    0       0     0    0    0     0 // +2
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light 152  19456 60128  -18432  1000   0 100  20    0     0    0       0     0    0    0     0 // +3
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light 154  16384 58880   -9216   500 200  50   0    0     0    0       0     0    0    0     0
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light 161  16640 53120  -52224  3000 255 255 255  200   150  512    -100     0    0    0     0
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light 162  16640 52864  -52224  3000 255 255 255  200   150 1536    -100     0    0    0     0
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light 168  15296 60920  -58112   500 200  50   0    0     0    0       0     0    0    0     0
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light 170  25344 59640  -30720  2000 255 255 255    0     0    0       0     0    0    0     0
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light 183  13000 48128  -85632  3000 255   0   0    0     0    0       0     0    0    0     0
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light 183  13000 48128  -55632  3000 255   0   0    0     0    0       0     0    0    0     0
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light 188   7034 50364  -58568  4000 110 150 130  150   150 1024      77     0    0    0  9001
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light 189   7034 52414  -58568  4000 110 150 130  150   150 1024      77     0    0    0  9001
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light 192   4338 47184  -58568  4000 110 150 130  155   150  640      77     0    0    0  9001
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light 193   2368 46464  -58568  4000 110 150 130  155   150  640      77     0    0    0  9001
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light 195    960 47744  -54272  1000   0 100  20    0     0    0       0     0    0    0     0
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light 207  14080 46080   -5120  2500 255 255 255    0     0    0       0    11    7    0     0
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light 214  26160 46400  -53248  1000   0 100  20    0     0    0       0     0    0    0     0
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light 223  17472 50608  -35840  1024 200   0   0    0     0    0       0     0    0    0     0
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light 245  17792 43008  -45824  1000 250 250 250    0     0    0       0     0    0    0     0
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light 258    300 42313 -460800 45000 200 250 220  120    50  100    -300     0    0    0     0
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light 263  18400 48128   -2048  1000   0 100  20    0     0    0       0     0    0    0     0
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light 293  -1550 40448 -101376  2000 200 200 200    0     0    0       0     0    0    0     0
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light 293  -1550 40448 -102376  5000 255 255 255  350   150    0    -500     0    0    0     0
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light 300  19136 48704  -38912  2000 100 100 100    0     0    0       0     0    0    0     0
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light 300  19136 48704  -11264  1024 200   0   0    0     0    0       0     0    0    0     0
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light 300  19136 48704  -38912  5000 255 255 255  500   300 1775     100     0    0    0     0
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light 305  18752 57216  -18432   500 200  50   0    0     0    0       0     0    0    0     0
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light 310 -32256  1280 -297996 30000  25  50  25    0     0    0       0     0    0    0     0
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light 310 -23146 19439 -297996 30000 200 250 220  150   140 1390       0     0    0    0     0