
====================== 2D EDIT MODE KEY LIST =============================
See MM1INFO.TXT for key commands short descriptions like LMB=LeftMouseButton
LMB = Left Mouse Button, drags & drops, points/sprites/highlighted sectors
RMB = Right Mouse Button moves player to the Mouses Cursor Position = MCP.


R:ENTER key on the keypad/numpad toggles between 2D & 3D modes.
	It's the enter key that's furthest to the Right on yer keyboard.
ESC = toggle show menu, New, Load, Save, save As, & Quit.
SCROLL LOCK = sets start position (BROWN ARROW) to position of WHITE ARROW.
SPACE BAR = draws lines
BACK SPACE will remove the last line you made. Repeat BS deletes them all.
TAB = shows stats on the sector at the MCP. STAT descriptions below at EOF.
TAB+ALT = get stats/attributes for walls & sprites at MCP. (Choose wall side).
L:ARROWS+L:SHIFT = fast/run player movement
L:ARROWS+L:ALT = strafe/side shift

A = ZOOM in on map. Z = Zoom out.
B = Block/unBlock toggle, fer walls or sprites, pink sprite = blocked.
C = change HL line to CIRCLE, NP + - adds/subtracts points in the circle,
    space bar sets, C=cancel, move mouse to enlarge/stretch.
E = change sprites status list number, Statnum: , enter new #, ESC escape.
F+ALT = make highlighted wall, sectors first wall = pivot point for [] angled
    floor & ceilings. See 3D BRACKETS [ ] for surface slopeing/angleing.
    See ALT+] to auto adjust sector heights to match.
F1  = moves player WEST, deINCrements Y in X/Y position.
F2  = moves player EAST,  INCrements X in X/Y position.
F3  = moves player NORTH,   deINCrements Y in X/Y position.
F4  = moves player SOUTH,   INCrements Y in X/Y position.
F5  = shows sector # stats at MCP. I don't know what this does. DONTuse
F6  = shows number of highlighted sprite or wall. uw/TAB find first wall.
F7  = sector "NICK'S VARIABLE" enter#, I don't know what this is ?  DONTuse
F8  = wall "NICK'S VARIABLE" enter#, I don't know what this is ? DONTuse
F9  = turns player left/counter clockwise, deINCrements yer angle #.
F10 = turns player right/clockwise, INCrements yer angle #.
F11 = couldn't get it to do anything ???   DONTuse
F12 = take a snap shot of map to CAPT0000.PCX use G to turn the grid off.
      It's kind of useless, takes a real bad picture. DONTuse
G = change grid resolutions 0-6 0=off, makemap starts on grid-3, see L
J = Join neighboring sectors, MCP+J in sec#1 then in sec#2, Caution.
    The 2ond J press sector is joined with the 1st sector you pressed J in.
L = turns grid lock OFF=white mouse cursor ON=pink. On fer space bar drawing.
P+ALT at MCP, enter ceiling palette #, then enter floor palette #, for sector.
S = Paste sprite at MCP,  your last saved sprite in 3d with TAB
S+ALT  turns a white sector to a red sector at the MCP, fer raised sectors.
    See CTRL+DEL for changing a red to white, or deleteing a white sector.
T = loTag sector at MCP. ESC exits with out input, ENTER sets inputed #
T+ALT = loTag for walls & sprites. Put MCP by vertex/dot & the side of the
    line you want to tag (like push boxes), get the line highlighted/blinking,
    ALT+T LOtags, ALT+H HItags, if tag failed, look around, it's somewhere.
H = Hitag a sector at MCP
H+ALT = Hitag walls or sprites. MCP by vertex/point fer a line.
T+CTRL = toggle tag boxes on/off. NAMES.H descriptions on/off.
H+CTRL = toggle a highlighted sprites flag = +,- 100, toggles tail bright/dim.
Z = ZOOM out on map. A=zoom in.
< > = ,. = < rotate sprite under MCP left, > rotate sprite right, in 3D too.
ARROWS = move players arrow.  Left-Right=turn, Up=forward Down=reverse.
NP:INSERT = strafe LEFT, move players arrow. See L:ALT=strafe
NP:DELETE = strafe RIGHT, move players arrow.  NP=NumPad
BACKSPACE in LINEDRAWING MODE removes the last line made with the SPACE BAR
DELETE = deletes the sprite at the Mouse Cursor Position=MCP.
DELETE+R:CTRL = deletes the whole sector the mouse cursor is in, or changes
     a red sector to a white sector, or removes a sector connecting two
     large white sectors connected by a red,  Disect sectors this way.
INSERT = inserts a new point on a sectors line. Drag the point with LMB.
     Lines too long won't take a new point/vertex, shorten the line & insert.
R:ALT  = green highlight sectors to: insert=copy, >=rotate, LMB=drags,
    Press & hold R:ALT, use mouse to highlight sectors to green, release.
R:SHIFT = highlight group, encompas group in box with the mouse, release
    LMB=drags group, L:INSERT copies sprites, press again to unhighlight.
R:SHIFT+CTRL highlights all vertexes in a sector. Put yer mouse in the
    sector by a vertex it's highlighted, & press R:SHIFT+CRTL and
    you can grab a point & move the whole sector with the LMB without
    moveing any sprites that were in the sector.  Usefull for grabbing
    sectors that are very close to other sectors or for odd shaped
    sectors you can't seem to grab with the R:SHIFT alone.
    R:SHIFT toggle unhighlights the sector.

============================= STATistics  INFO ============================
Below are the STATs found at the bottom of the drawing program in makemap.
I always thought I needed to know about all that stuff and found out that
there was only a few stats that a level builder normally or ever uses.
So here is a list of commonly used STATs and
below that is a bunch of stuff put there to confuse you.

TAGS, sector & sprite HI,LO tags (some times wall tags for push boxes etc)
SECTOR NUMBER, for checking to see if I've got my sectors built IN sectors,
 cause a sector built around a sector keeps the game from knowing where the
 inner sector is, & the inner and outer sectors will disappear sometimes.
VISIBILITY, fer caves & under water areas, visual distance, see 3D text.
SHADE, rooms with a light switch need all surfaces the same shade.
  See, SE-12 Sector Effector u#,12  switch tile# 250, & 3D SHIFT+L:ENTER
PALOOKUP NUMBER = palette #, ALT+P 3D sets sprites, floors, walls, & ceilings,
  2D sets the ceiling then the floors palette.
TILE NUMBER, the enemy/lamp/etc if sprite, texture if wall/floor/ceiling.
OVER TILE NUMBER, a tile number for masked walls, bush tops, etc.
Z-COORDINATE, height of sprite, ceiling or floor.  Ceiling minus floor height
   = head room needed fer the alien, flying debris, & tossing tnt over bariers.
   (My tnt usually bumps the sky) See pixel height divided by 4 below.

At the bottom left of yer STATs area is yer players arrow, location & angle.
X=#   left right, LEFT = minus numbers, RIGHT = positive numbers.
Y=#   up down,      UP = minus numbers, DOWN  = positive numbers.
	    when X,Y = 0,0  yer at the middle of the screen.
ANG=# players arrow angle, right=0, dn=512, left=1024, up=1536  (0-2048)

At the bottom right of yer STATs area is yer map count.
SECT. = sectors in yer map/the maximum allowed,  1024.
WALLS = walls   in yer map/the maximum allowed,  8192.
SPRI. = sprites in yer map/the maximum allowed,  4096.

===================== TAB gets the SECTORs STATs =======================

SECTOR:  number of the sector at MCP, 0-1024 max.
FIRSTWALL:  of sector = the pivot point fer [] sloped/slanted floors.
NUMBEROFWALLS:  in the sector the MCP is in.
FIRSTSPRITE:  lowest number of sprite in the sector, (sprites are counted)
TAGS: = HItag,LOtag in decimal based on 10, ? based on 6, & hexidecimal 16,
EXTRA: -1 I don't know what this means ??
VISIBILITY: seeing distance through air/water, shadeing distance. see 3D txt.
PIXEL HEIGHT:   for every page up you raise a sector this # increases by 6.

--- CEILINGS: & FLOORS: columns.---
FLAGS in HEXidecimal:, code number charts are unavailable, normal paralax=1
	  0=normal unflaged 2=sloped, 3d E=Expand floor=8 "a"=sloped.
X,Y PAN: = X # increases if ceiling/floor is scrolled EAST,  256 max
	  Y # increases if ceiling/floor is scrolled SOUTH, 256 max
	  (NumPad Arrow keys scroll the floor in 3d, 0-255 & back to 0)
SHADE BYTE: shows it's shade made by the Number Pad + - in 3D,
Z-COORDINATE: is the height of the surface, a minus # is a higher surface.
	  1 PGup in 3d mode subtracts 1024 from Z=height, 1 PGdn adds 1024
TILE NUMBER: is the number of the thumbnail picture/texture in 3D V V
HEINUM: is the slope/slant of the surface, use the brackets [] in 3D.
PALOOKUP NUMBER: = PALette look UP NUMBER, ALT+P in 3D & 2D mode changes the
	  palette of the floor/ceiling in a sector & that # shows up here.

================== ALT+TAB gets the WALLs STATs =====================
Put the mouse cross hairs by a point/vertex on a wall,
press ALT & hold, press TAB and ya got the highlighted walls stats.
The side of the wall you put the cross hairs on makes a difference.
If a sprite is close it grabs the stats for that instead a wall.

WALL #, each wall in the map has a unique number for the game.
   To the right of that is a description of the wall tile from NAMES.H
X-COORDINATE: the very middle of the entire map drawing area is 0,0 = x,y.
   X is the left/right 2D coordinates -# = left, # = right of screen.
   Y is the top/bottom 2D coordinates -# = top of screen, # = bottom.
   It appears that the vertex starting point that made the line is where
   the location stats come from.
POINT2: #, is the wall # this wall was attached to when created.
SECTOR: #, = the sector the wall side is in. TAB shows sector stats.
TAGS: hi,lo in decimal, in ?, & in HEXidecimal
FLAGS in HEXidecimal:, normal walls=0, blocked walls=1, no charts available.
SHADE: #, in 3D pressing - on the key pad darkens the shade and increases
   the numerical value here, + deincrements the # and heads towards the
   -numbers for brighter, Rampage is usually backwards.
PAL: #, palette number set with ALT+P in 3D mode.
X,Y REPEAT:  is the walls shrinking and stretching. NPAkeys in 3D.
   X = NPA-LEFT stretches wall right unless F=Flipped, deincrementing the #
   Y = NPA-UP stretches wall down, unless O=Orientation, deincrementing the #
     Stretching is done from the upper left hand corner unless it's flipped
     or the orientation is changed with the 3D key O, attach to ceiling/floor.
     / key in 3D sets the upper left hand corner back to 0,0 = normal/default.
X,Y PAN:  is the walls scrolling up/dn or right/left with 3D SHIFT+NPA keys.
     Or 3D > was used to align simular textures in the sector to the right.
   X = NPA-LEFT = DEC #, RIGHT=INC #, unsigned byte 0-255=256, no minus #'s,
       0 DEinCremented once is 255, 0 INCremented once is 1.
   Y = NPA-UP = DEC #, DOWN=INC #, 0-255, 0=unPANned, add 1 to 255 = 0.
   Ok, so if ya scroll the tile in 3D and/or use the adjust/align
   textures to the right > key the X,Y pan values change.
TILE NUMBER:  is the texture # that paints the wall, a tile in TILES###.ART
OVERTILE NUMBER: the texture # that paints a MASKED WALL if it's masked
NEXTSECTOR: is the sector # on the other side of the wall, -1 if no sector.
NEXTWALL: # is the # of the wall on the other side of the wall. Notice
   when you lower a red sector in 3D you can paint the sides of the hole
   and when you raise the sector above ground the wall is not what you
   just painted, thars two sides to every red sector wall.  Some times
   textures you don't want in yer map can be hidden in there.
EXTRA: don't know what this means.
WALL LENGTH:  actual length from left to right as if you were faceing it,
   in grid 1 from grid line to grid line the length is 64, grid2=32,
   grid3=16, grid4=8, grid5=4, grid6=2. 2 grid1=128, 2xG2=64, on & on, etc
PIXEL HEIGHT: # = 4 pixels for every 3d PGup in floor to ceiling height.
   PGups 16=64 pixels, 17=68, 18=72, 19=76, 20=80, etc
   Pixel height divided by 4 gives you the 3D page ups from floor to ceiling.

================== ALT+TAB gets the SPRITEs STATs ===================

X-COORDINATE  the very middle of the entire map drawing area is 0,0 = x,y.
   X is the left/right 2D coordinates -# = left, # = right of screen.
   Y is the top/bottom 2D coordinates -# = top of screen, # = bottom.
   Z is the up/down    3D coordinates -# = up in height, # = down.
   Untagged sector effectors cause the game to abort with the error message
   Lonely sector effector found at -350,400 its left of center and down.

==================== common SECTOR LOtags ===================================
32767 = secret place/area. If ya split a sector both have the same tag. OOPS
  857 = barrel effect, shrinks players clipping distance, fer tight spots
10,000+snd# 1-499 = one time sound (add 10,000 to sound number)(424=fart)
65535 = ends level when player enters sector with this LOtag
  800 = for killer trucks, walls that kill when you bump them.
    1 = above water sector, foot splashing sound, uw/SE-7 transporter
    2 = under water sector, bubbling sound, uw/sector LOtag 1 & SE  u#,7
   16 = platform lowering with out ceiling
   17 = platform raising  with out ceiling
   18 = elevator lowering with ceiling
   19 = elevator raising  with ceiling
NOTE: all platforms and elevators need M sprite in sector, tagged 73,71
      or the elevator can not be heard in/out side the elevator.
   23 = swing door, SE u#,11 = hinge, GPspeed 0,64  M 388,165 wood, 98,96 metal
	SE-11 tail up/north = rotate door counter clockwise, down=clockwise
	3D R = relitive alignment for top of doors the player can see.
   20 = door pulled down from ceiling, rises when activated,
	Msprite 0,408 junkswitch ok fer 20 & 21,
   21 = door pulled up from floor, lowers when activated,
	activators, switches, touchPlates, M sprites, work with all doors

=============== NOTES ==========
A sprite pasted on the wall in 3D mode should not be moved in 2D mode.
 The map engine sets the sprites location/height when it is 3D pasted.
 If the sprite is moved & another sector is slid over the top, the moved
 sprite may appear on the floor of the upper sector.  When a 3D pasted
 wall sprite is moved in 2D it may not want to go back on the wall.  This
 indicates an OOPs has occured.  You can move the wall back 1, put the sprite
 where you wanted it on the wall (centered), then put the wall back to it's
 original position & things look fine, but things arn't fine.

============= SPRITE HItags & RELITIVE ALIGNMENT ==================
All sprites with relitive alignment & a HItag will
  silently bounce & break with debris when blown up with dynamite.
There seems to be exceptions to this rule, like switches.
A sprite pasted on the wall like a picture has automaticly assumed relitive
  alignment & is one sided, meaning, one side is visible the other side isn't.
A sprite made on the floor with S in 2d or 3d has no relitive alignment and
 has two visible sides.  In 3d point the mouse at it and press R once for
 a vertical relitive alignment & twice for a horizontal relitive alignment.
LOtag for time just like a 1325 SEENINE is tagged.
 So any sprite R-ed with a HItag can have a LOtag timmer.
HItag is a unique number, used to affect simular HItagged sprites. 
So how would this be used ?
 Say you had a small room with lots of pictures.  If they all had the same
 unique number HItag and 0 for a LOtag, if dynamite was used in the room
 and one of them was close enough to be blown up, they all would disappear
 with a bounce and debris.
This effect was used in Beaudry Mansion, the COOT PICTURE was HItagged 254
 and when blown up it would disappear exposing the secret area behind it.

Make a floor textured with a carpet,
& place a sprite on the floor,
then change it to the same tile number as the floor,
then R it twice to flat/horizontal,
and moved so that it matches the floor exactly and simply can't be seen.
Then block it, HItag it U# unique number, LOtag=0,
put a picture on the wall with the same HItag
in an area the player will dynamite from standing on the blocked floor sprite,
make a red sector below the floor sprite
and lower the floor to another level/room.
When the picture is blown up the floor breaks and the player falls.

=============== FLOOR/CEILING TILE SIZE ===============
Certian size tiles work for the floor & ceiling, 16 doubled.
16, 32, 64, 128, 256
Odd sizes don't work properly, 38x23 for example
Tiles don't have to be square, 16x32 is ok.
It appears that walls also use 16 multiples better than odd sizes.
I've used a 64x80 for a cabinet & it worked but I always had troubles with it.




