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// Maphacks for Duke3D HRP
// Level:  E1L1.MAP - "Hollywood Holocaust" (1.3D retail + shareware version)
// Author: Allen H. Blum III
// mapmd4: 944032d239a314088ec7fdd771910362
// Reviewed by LeoD (February 2013)



// CHARACTERS

// Slime babes
sprite    20 angoff    -256        // tile1294 podfem1



// PROPS

// Cinema sign
sprite   346 angoff     512        // tile0925 neon1 cinema
sprite   397 angoff    -512        // tile0925 neon1 cinema

// Fire hydrant
sprite   213 angoff    -512        // tile0981 hydrent

// Rubbercans
sprite   160 angoff     128        // tile1062 rubbercan
sprite   382 angoff     256        // tile1062 rubbercan (near cash register)
sprite   383 angoff     192        // tile1062 rubbercan



// ITEMS/POWERUPS

// Armor
sprite   530 angoff    -256        // tile0054 shield

// Health +10
sprite    39 angoff    -512        // tile0051 cola

// Health +30
sprite    40 angoff     1024       // tile0052 sixpack
sprite    41 angoff     256        // tile0052 sixpack
sprite    76 angoff     128        // tile0052 sixpack
sprite   169 angoff     256        // tile0052 sixpack
sprite   171 angoff     384        // tile0052 sixpack
sprite   529 angoff    -768        // tile0052 sixpack
sprite   547 angoff     256        // tile0052 sixpack
sprite   575 angoff    -256        // tile0052 sixpack
sprite   619 angoff     768        // tile0052 sixpack

// HoloDuke
sprite   295 angoff     1024       // tile1348 holoduke
sprite   409 angoff     768        // tile1348 holoduke

// Jetpack
sprite   445 angoff    -512        // tile0057 jetpack
sprite   631 angoff     512        // tile0057 jetpack

// Keycards (R)
sprite   449 angoff     860        // tile0060 accesscard blue

// MedKit
sprite   374 angoff     1024       // tile0053 firstaid

// Nightvision
sprite    23 angoff     1024       // tile0059 heatsensor (multiplayer)



// WEAPONS/AMMO

// Pistol & ammo
sprite   546 angoff     512        // tile0021 firstgunsprite
sprite   546 mdzoff     200000     // tile0021 firstgunsprite
sprite   546 roll      -1          // tile0021 firstgunsprite

sprite   615 angoff    -512        // tile0040 ammo
sprite   617 angoff     512        // tile0040 ammo

// Shotgun & ammo
sprite    42 angoff    -512        // tile0028 shotgunsprite
sprite   419 angoff     768        // tile0028 shotgunsprite (multiplayer)

sprite   110 angoff    -768        // tile0049 shotgunammo
sprite   111 angoff    -256        // tile0049 shotgunammo
sprite   197 angoff     256        // tile0049 shotgunammo flipped sprite
sprite   520 angoff     768        // tile0049 shotgunammo *
sprite   594 angoff     1024       // tile0049 shotgunammo *
sprite   632 angoff     512        // tile0049 shotgunammo *
sprite   634 angoff     512        // tile0049 shotgunammo *

// Chaingun & ammo
sprite    43 angoff     512        // tile0022 chaingunsprite
sprite   109 angoff    -512        // tile0022 chaingunsprite (multiplayer) *
sprite   528 angoff     512        // tile0022 chaingunsprite (multiplayer)
sprite   532 angoff     256        // tile0041 batteryammo    (multiplayer) *

// RPG & ammo
sprite    24 angoff     512        // tile0023 rpgsprite *
sprite    80 angoff    -512        // tile0023 rpgsprite
sprite    85 angoff     1024       // tile0044 rpgammo (multiplayer)
sprite   178 angoff    -768        // tile0044 rpgammo
sprite   190 angoff    -512        // tile????
sprite   429 angoff     512        // tile0023 rpgsprite

// Pipebombs
sprite    25 angoff     768        // tile0047 hbombammo
sprite   533 angoff    -384        // tile0047 hbombammo (multiplayer)
sprite   630 angoff    -256        // tile0047 hbombammo box in secret area
sprite   630 mdzoff     1500000    // tile0047 hbombammo box in secret area
sprite   630 pitch      1          // tile0047 hbombammo box in secret area


sprite   540 angoff    -640        // tile1161 bottle14

//sprite    83 angoff    -1536
//sprite   170 angoff    -1536
//sprite   525 angoff    -512
//sprite   593 angoff    -512
//sprite   290 angoff     256


// OVERRIDE

// Fixes for badly aligned sprites
sprite    70 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
sprite    70 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite    70 roll       5          // tile0913 maskwall2 (fence, rooftop)
sprite    71 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
sprite    71 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite    71 roll      -1          // tile0913 maskwall2 (fence, rooftop)
sprite   113 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   113 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   115 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   115 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   116 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   116 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   117 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   117 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   117 roll       1          // tile0913 maskwall2 (fence, rooftop)
sprite   118 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   118 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   119 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   119 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   120 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   120 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   121 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   121 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   122 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   122 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   123 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   123 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   124 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   124 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   125 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   125 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   126 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   126 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   126 roll       1          // tile0913 maskwall2 (fence, rooftop)
sprite   127 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   127 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   128 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   128 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   129 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   129 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   130 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   130 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   131 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   131 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   132 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   132 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   133 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   133 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   134 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   134 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   135 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   135 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   135 roll       1          // tile0913 maskwall2 (fence, rooftop)
sprite   136 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
sprite   136 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   137 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   137 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   138 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   138 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   139 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   139 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   166 away1                 // tile0932 in the security room  ## ???? ##
sprite   176 away1                 // tile0931 burning trash         ## ???? ##
sprite   381 mdzoff     550000     // tile1062 rubbercan (behind theater)
sprite   381 roll      -1          // tile1062 rubbercan (behind theater)
sprite   382 mdzoff    -600000     // tile1062 rubbercan (near cash register)
sprite   382 pitch      1          // tile1062 rubbercan (near cash register)
sprite   572 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   572 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   573 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   573 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   573 roll       1          // tile0913 maskwall2 (fence, rooftop)
sprite   586 away1                 // tile0502 security screen "Innocent?" sign

// Forcing any floor aligned model to be rendered as sprite
sprite    45 notmd                 // tile0341 bpannel1
sprite   163 notmd                 // tile0568 femmag1
sprite   164 notmd                 // tile0568 femmag1
sprite   247 notmd                 // tile0513
sprite   248 notmd                 // tile0513
sprite   249 notmd                 // tile0513
sprite   250 notmd                 // tile0513
sprite   550 notmd                 // tile0342 pannel1

// Switches to be hidden
sprite   296 notmd                 // tile0164 dipswitch2 (arcade game)
sprite   541 notmd                 // tile0132 slotdoor   (cash register)



// LIGHTS 

// by Devastator
//    sect     x       y       z    range   r   g   b  rad fade  ang  horiz mins maxs prio tile
light   55   18432   49408  -36608   2500  255 255 255   0   0     0      0   0    0    0     0
light   66   22144   39936   -9216   2500  200 200 200   0   0     0      0  10    0    0     0
light   67   26048   39680   -6912   1000  100 100 100   0   0     0      0  18    0    0     0
light   67   26048   40192   -6912   3500  255 255 255 450 200  1024   -600  18    0    0     0
light   67   26048   40704   -6912   1000  100 100 100   0   0     0      0  18    0    0     0
light   72   22016   45300   -6144   4000  255 255 255 400 300   512    100  13    0    0  9000
light   72   22016   45545  -11144    500  255 255 255   0   0     0      0  13    0    0     0
light   72   22016   45545   -1144    500  255 255 255   0   0     0      0  13    0    0     0
light   89   15936   57600  -63232   1000  100 100 100   0   0     0      0   0    0    0     0
light   89   16192   57600  -63232   3000  200 200 200 450 200  1536   -500   0    0    0     0
light   89   16448   57600  -63232   1000  100 100 100   0   0     0      0   0    0    0     0
light   90   22016   48832  -94976   2500  160 160 150   0   0     0      0  16    0    0     0
light   90   22016   48832  -94976   8000  255 255 250 300 200  1536   -600  16    0    0     0 // +0
light  106   21792   53664 -103168   9000  255 255 250 300 200   512   -500  15    6    0     0 // +1
//light  116   18084   57216  -13056   1600  200 200 200   0   0     0      0  22    0    0     0 // +1? (110)
//light  120   16384   57952  -13056   2048  200 200 200 300 200   512   -500  22    0    0     0 // +2? (119)
light  135   22016   43520  -47104   6500  255 255 255 400 250  1540   -450  15  -21    0     0 // +2
light  135   22016   43520  -43000   3000  220 220 220   0   0     0      0  15  -21    0     0 // +2
light  138   19200   61184  -69000   4000  255   0   0   0   0     0      0   0    0    0     0 // +2
light  141   27910   42254  -22000   7000  255 255 255 375 200    12   -150  15   -8    0     0 // +2
light  141   27910   42818  -22000   1280  255 255 255   0   0     0      0  15   -8    0     0 // +2
light  141   27910   41876  -22000   1280  255 255 255   0   0     0      0  15   -8    0     0 // +2
light  144   25504   39168   -2048   1000    0 100  20   0   0     0      0   0    0    0     0 // +2
light  152   19456   60128  -18432   1000    0 100  20   0   0     0      0   0    0    0     0 // +3
light  154   16384   58880   -9216    500  200  50   0   0   0     0      0   0    0    0     0
light  161   16640   53120  -52224   3000  255 255 255 200 150   512   -100   0    0    0     0
light  162   16640   52864  -52224   3000  255 255 255 200 150  1536   -100   0    0    0     0
light  168   15296   60920  -58112    500  200  50   0   0   0     0      0   0    0    0     0
light  170   25344   59640  -30720   2000  255 255 255   0   0     0      0   0    0    0     0
light  183   13000   48128  -85632   3000  255   0   0   0   0     0      0   0    0    0     0
light  183   13000   48128  -55632   3000  255   0   0   0   0     0      0   0    0    0     0
light  188    7034   50364  -58568   4000  110 150 130 150 150  1024     77   0    0    0  9001
light  189    7034   52414  -58568   4000  110 150 130 150 150  1024     77   0    0    0  9001
light  192    4338   47184  -58568   4000  110 150 130 155 150   640     77   0    0    0  9001
light  193    2368   46464  -58568   4000  110 150 130 155 150   640     77   0    0    0  9001
light  195     960   47744  -54272   1000    0 100  20   0   0     0      0   0    0    0     0
light  207   14080   46080   -5120   2500  255 255 255   0   0     0      0  11    7    0     0
light  214   26160   46400  -53248   1000    0 100  20   0   0     0      0   0    0    0     0
light  223   17472   50608  -35840   1024  200   0   0   0   0     0      0   0    0    0     0
light  245   17792   43008  -45824   1000  250 250 250   0   0     0      0   0    0    0     0
light  258     300   42313 -460800  45000  200 250 220 120  50   100   -300   0    0    0     0
light  263   18400   48128   -2048   1000    0 100  20   0   0     0      0   0    0    0     0
light  293   -1550   40448 -101376   2000  200 200 200   0   0     0      0   0    0    0     0
light  293   -1550   40448 -102376   5000  255 255 255 350 150     0   -500   0    0    0     0
light  300   19136   48704  -38912   2000  100 100 100   0   0     0      0   0    0    0     0
light  300   19136   48704  -11264   1024  200   0   0   0   0     0      0   0    0    0     0
light  300   19136   48704  -38912   5000  255 255 255 500 300  1775    100   0    0    0     0
light  305   18752   57216  -18432    500  200  50   0   0   0     0      0   0    0    0     0
light  310  -32256    1280 -297996  30000   25  50  25   0   0     0      0   0    0    0     0
light  310  -23146   19439 -297996  30000  200 250 220 150 140  1390      0   0    0    0     0