Editing Blake Stone Maps
From WinWolf3D/WDC
Contents |
Floor Codes
Rooms can contain more than one floor code, unlike Wolfenstein 3-D. When you move onto the same floor code as a guard, that guard becomes alerted if it can see or hear you. There is no need for a door to open for this to happen, however, doors do still connect areas as they did in Wolfenstein 3-D.
There are two sets of floor codes: 0x6D-0x98 and 0xA3-0xCE. The first group is used to denote normal (non-secret) floors (bright green on the automap) and the latter group denotes secret floors (dark green on the automap). The two groups function together meaning floor 0xA3 corresponds with floor 0x6D and all guards on floor 0xA3 can hear and/or see the player when the player is on 0x6D and so on.
Deaf Guards
This is a special floor code (0x6A) that causes the guard standing on it to only react if they see the player.
Guard Blocking Floors
These are floor codes 0x6C (normal) and 0xA2 (secret) that stop the guards from entering those tiles and are very useful behind pushwalls. Note that when the pushwall moves over the guard blocking floor codes, they become regular floor codes.
Automatic Door Hot Spots
Place this floor code and set the object code to "ccrr" which represents the column and row of the door to be opened when the player is on the tile.
Walls
Elevators
The elevator tiles must be in the same position for every map in the mission. The player must start inside the elevator except for on the starting map.
Push Walls
These are pushable walls just like in Wolfenstein 3-D. However, you must have walls touching two opposite sides of the pushwall tile and adjoining walls cannot also be pushwalls.
Locked Doors/Access Cards
Doors can be locked simply by placing an access card object on top of the door. Be sure to remember to place an access card elsewhere in the level. You can only carry one card of each type and you carry it until it's used.
Red Cards
Red cards are used by the elevator to unlock the next floor.
Gold Cards
Gold cards must be collected from Dr. Goldfire and the Boss on level 9 before the mission can be completed.
Guards
Patrolling
This is the same as with Wolfenstein 3-D.
Behavior
Non-human guards always stand still before alerted and will never run away. Human guards, however, can patrol and will run away to try to ambush the player.
Special Object Codes
Blake Stone uses a lot of special codes to control game play. Here's a general list of them:
Code | Description |
---|---|
0xF4nn | Warp to level 'nn' where 'nn' is between 0 and 15 (00 and 0E). |
0xF500 ccrr | Teleport withing the current level. The next tile gives the coordinates in front of the receiving teleporter. |
0xF8nn ccrr | Control a barrier on level 'nn' at tile 'cc','rr'. |
0xF8FF ccrr | Control a barrier on the current level at tile 'cc','rr'. (AOG only) |
0xFAtt | Delays or speeds up the release of Pod Aliens, Mutant Guards and High Energy Plasma Aliens. The smaller 'tt' is, the shorter the delay. Place this code in the tile immediately following the Pods or Mutant Guard tables. For High Energy Plasma Aliens, place the code on the Wall Socket. |
0xFB00 ccff | Sets the ceiling and floor textures. The numbers 'cc' and 'ff' are offset by 160 in the VSWAP file. |
0xFCnn | Sets up a food unit with 'nn' units left. |
0xFDnn | Sets up a broken food unit. The value in 'nn' is ignored. |
0xFE00 ccff | Sets the ceiling and floor colors. The player can also walk over these tiles to change the color while playing. |
Bio-Tech Message Codes
These object codes are placed along the edges of the map and assigned to the Bio-Tech engineers at random. To disable a message, simply don't add that object code to the map.
Informant Messages
Code | Message |
---|---|
0xF101 | Electro spheres can be a nuisance. |
0xF102 | Doors with red lights are locked. |
0xF103 | Doors with green lights are unlocked. |
0xF104 | Don't let Goldfire catch you in here. |
0xF105 | Your AutoCharge pistol is silent. Use it wisely. |
0xF106 | Hidden arenas can be accessed from this room. |
0xF107 | Be careful, Stone. Goldfire watches everyone. |
0xF108 | Informants are working to unlock all floors. |
0xF109 | To destroy Goldfire, shoot him when he initiates warp-out. |
0xF10A | Some Food Units are out of order. |
0xF10B | A Dual Neutron Disruptor is stored on this floor. |
0xF10C | Be careful, Blake! Dr. Goldfire is executing all informants. |
0xF10D | Some food is stored in crates. |
0xF10E | Search all walls for hidden passages. |
0xF10F | Some weapons are stored in crates -- blast all crates! |
0xF110 | All weapons are stored on this floor. Get 'em! |
0xF111 | Food Units require tokens. |
0xF112 | Some ammo is stored in crates. |
0xF113 | The AutoCharge pistol is silent. |
0xF114 | Beware of the genetic guards! |
0xF115 | Ask other informants for their Food Unit tokens. |
0xF116 | Spilled toxic waste will hurt you if you stand in it. |
0xF117 | The access key is well-guarded! Be prepared to fight! |
0xF118 | A Plasma Discharge Unit and ammo is here in a hidden area. |
0xF119 | Ask the informants for their energy packs. |
0xF11A | You're protected from the Pods in the observation areas. |
0xF11B | Follow the stacks of gold and you'll find the room of gold! |
0xF11C | Be careful when deactivating barrier switches. |
0xF11D | Beware of the Perscan Drones. |
0xF11E | Some secret passages are hidden behind blastable objects. |
0xF11F | Be careful, Stone. Some experiments have broken free! |
0xF120 | The turrets cannot be damaged with the Plasma Discharge Unit. |
0xF121 | The turrets cannot be damaged with the pistols. |
0xF122 | Blake, some barrier switches deactivate barriers on different floors. |
Loyalist Warnings
Code | Message |
---|---|
0xF201 | Hey, buddy, leave me alone. |
0xF202 | I don't have time for your gibberish. |
0xF203 | Have you seen a mutant running around here? |
0xF204 | It's after hours. You'd better be leaving. |
0xF205 | You must be new here. |
0xF206 | Uh-huh, Uh-huh, anyway... |
0xF207 | Don't I know you? |
0xF208 | Do you know what time it is? |
0xF209 | You must be with the tourist group. |
0xF20A | If you're not supposed to be here -- leave! |
0xF20B | This is a restricted area. Leave! |
0xF20C | Bother me again and I'll kill you! |
0xF20D | Get away from me, buddy! |
0xF20E | I outta' hit you with my notepad! |
0xF20F | Is that thing loaded? |
0xF210 | Ever been told you look like a guy named Blake!? |
0xF211 | Are you any relation to Jake? |
Loyalist Alarms
Code | Message |
---|---|
0xF301 | Hey, where's your access badge? |
0xF302 | Goldfire's gonna' hear about this! |
0xF303 | Talk to the guards about that. |
0xF304 | Have you ever been mutated? |
0xF305 | Hey! You're no scientist! |
0xF306 | Oh no! It's Stone! |
0xF307 | Only guards should have weapons! You're a bad man! |
0xF308 | Alright, Stone! Hand over your weapons! |
0xF309 | Ha! I've never mutated a Stone before! |
0xF30A | Stone ... You're not that tough! |
0xF30B | Better start shootin'! |
0xF30C | I don't think I like you! |
0xF30D | Boss says to kill informants ... and Stone! |
0xF30E | I bet I can get blood from a Stone! |
0xF30F | You wouldn't know a guy named . . ..Stone! |
0xF310 | Better duck! |