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<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<title>Sonic Robo Blast II - Specials Reference Document</title>
</head>
<body bgcolor="white" text="black" link="blue" vlink="blue" alink="blue">
<h1><big>SRB2 Specials Reference Document</big></h1>
<p><i>Last updated May 27, 2008</i></p>
<p><i>For v1.1 Private Beta</i></p>
<p>This is the SRB2 Specials Reference Document. It is designed to be the ultimate
reference for effects used in SRB2. As such, it is rather technical in areas and quite
concise, and is not something a beginner with level design should be dealing with.</p>
<h1><a name="things"></a>Thing Types</h1>
<p>In general, thing bitsets have 4 flags and 3 digits for their height. The bitset is
0xAAAB, where AAA is the object's height above ground, and B are the Easy, Normal, Hard,
and Deaf flags. To get the bitset on a normal object, multiply the height desired by 16,
and then add the existant B. Some objects use 32 as this number, and they will be noted.
Objects that multiply by 16 can be placed up to 4095 units in the air, while objects that
multiply by 32 can be placed up to 2047 units in the air.
<ul>
<li><u><big><big>Player Starts</big></big></u><ol>
<h3><a name="t1"></a>1 - Player 01 Start</h3>
<p>This is the start for the first player in single player mode, cooperative mode, or race
mode. This start must be placed on every map, as it is what the game defaults to if the
start it is attempting to find isn't there. If there is no Player 1 Start on the map, and
the game is confused over where to spawn the player, the game will crash outright.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<h3><a name="t2"></a>2 - Player 02 Start</h3>
<p>This is the start for the second player in cooperative and race mode.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<h3><a name="t3"></a>3 - Player 03 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t4"></a>4 - Player 04 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t5"></a>5 - Player 05 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t6"></a>6 - Player 06 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t7"></a>7 - Player 07 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t8"></a>8 - Player 08 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t9"></a>9 - Player 09 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t10"></a>10 - Player 10 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t11"></a>11 - Player 11 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t12"></a>12 - Player 12 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t13"></a>13 - Player 13 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t14"></a>14 - Player 14 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t15"></a>15 - Player 15 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t16"></a>16 - Player 16 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t17"></a>17 - Player 17 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t18"></a>18 - Player 18 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t19"></a>19 - Player 19 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t20"></a>20 - Player 20 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t21"></a>21 - Player 21 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t22"></a>22 - Player 22 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t23"></a>23 - Player 23 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t24"></a>24 - Player 24 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t25"></a>25 - Player 25 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t26"></a>26 - Player 26 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t27"></a>27 - Player 27 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t28"></a>28 - Player 28 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t29"></a>29 - Player 29 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t30"></a>30 - Player 30 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t31"></a>31 - Player 31 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t32"></a>32 - Player 32 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t33"></a>33 - Player Match Start</h3>
<p>This is the start for players in Match and Chaos modes. They should also be placed in
Capture the Flag maps as well. There should be 32 of these in a map to assure proper
randomization. While it's unelegant, they can be stacked on top of each other without
negative effect.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<h3><a name="t34"></a>34 - CTF Team Start (Red)</h3>
<p>This is the start for players on the red team in Capture the Flag mode. There should be
32 of these in a map to assure proper randomization. While it's unelegant, they can be
stacked on top of each other without negative effect.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<h3><a name="t35"></a>35 - CTF Team Start (Blue)</h3>
<p>This is the start for players on the blue team in Capture the Flag mode. There should
be 32 of these in a map to assure proper randomization. While it's unelegant, they can be
stacked on top of each other without negative effect.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Enemies</big></big></u><ol>
<h3><a name="t100"></a>100 - Crawla (Blue)</h3>
<p>These are the blue ground enemies found in the one player stages. They can't move off
of cliffs and are exceedingly slow.</p>
<h3><a name="t101"></a>101 - Crawla (Red)</h3>
<p>These are the red ground enemies found in the one player stages. They can't move off
cliffs and are relatively slow.</p>
<h3><a name="t102"></a>102 - Stupid Dumb Unnamed RoboFish (tm)</h3>
<p>This is the little fish in Greenflower Zone. The angle determines the jump height, with
0 being the old jump style. Note that the jump height is based on force, not units, so
experimentation will be necessary to get the correct height.</p>
<h3><a name="t103"></a>103 - Yellow Buzz</h3>
<p>This enemy flies at a moderate speed directly at the player.</p>
<h3><a name="t104"></a>104 - Red Buzz</h3>
<p>This enemy flies at a relatively high speed directly at the player.</p>
<h3><a name="t105"></a>105 - Jetty-Syn Bomber</h3>
<p>This is a highly mobile flying enemy with a bomb that it drops on the player from
directly above. It is considered highly difficult to kill, and should only be used in
situations where the stage is supposed to be difficult.</p>
<h3><a name="t106"></a>106 - Jetty-Syn Gunner</h3>
<p>This is a highly mobile flying enemy with a gun that it fires at the player with high
accuracy. It is considered highly difficult to kill, and should only be used in situations
where the stage is supposed to be difficult.</p>
<h3><a name="t107"></a>107 - Crawla Commander</h3>
<p>This is the grey floating enemy in the opening room of Techno Hill Zone Act 2. It is
quite fast and will start bouncing after taking the first hit. It is significantly
challenging, although a spindash will kill it given time.</p>
<h3><a name="t108"></a>108 - Deton</h3>
<p>This is the red spherical enemy in Techno Hill Zone Act 2. Upon seeing the player, it
makes a mad dash straight for them. With the exception of the <a href="#t404">Armageddon
Shield</a>, Detons are invincible, and must be avoided by running behind a wall or another
enemy.</p>
<h3><a name="t109"></a>109 - Skim</h3>
<p>This is an enemy that floats on the surface of the water, dropping bombs into the water
below. It is not currently used in any of the Single Player stages, but it is fully
operational. The designer does not have to put them on the surface of the water, they know
where it is.</p>
<h3><a name="t110"></a>110 - THZ Turret</h3>
<p>This is the turret from Techno Hill Zone Act 2. It fires large bursts of laser fire at
the player with high accuracy. It is invincible unless it is somehow dipped into water.</p>
<h3><a name="t111"></a>111 - Popup Turret</h3>
<p>This is a small turret that pops up now and then and shoots. The object's angle is a
value defining the delay between shooting.</p>
<h3><a name="t112"></a>112 - Sharp</h3>
<p>This is a blue enemy with spikes on top if it. It starts off by slowly chasing the player,
then it fades to red and runs after the player, and is invincible until it fades back to red.</p>
<h3><a name="t113"></a>113 Jet Jaw</h3>
<p>This is an underwater enemy that tries to bite at the player, which can be found in
Deep Sea Zone.</p>
<h3><a name="t114"></a>114 Snailer</h3>
<p>This is an incomplete enemy.</p>
<h3><a name="t115"></a>115 Bird Aircraft Strike Hazard (B.A.S.H.)</h3>
<p>This is the red vulture-like enemy in Arid Canyon Zone. If it sees a player, it lifts off and
charges at him. Collision with a wall will send it plummeting.</p>
<h3><a name="t116"></a>116 Pointy</h3>
<p>This is the orbinaut enemy that has spikes circling around it. None of the single player stages
currently use him. You have to place him in a map by using a WAD editor, he can't be placed using
objectplace.</p>
<h3><a name="t117"></a>117 Robo-Hood</h3>
<p>This is the green enemy from Castle Eggman Zone, which shoots arrows at the player.</p>
<h3><a name="t118"></a>118 CastleBot FaceStabber</h3>
<p>This is the large grey enemy from Castle Eggman Zone. It slowly trudges towards the player,
and if the player in range, lunges at them with his sword.</p>
<h3><a name="t119"></a>119 Egg Guard</h3>
<p>This is the enemy from Castle Eggman Zone that wields a protective shield.</p>
<h3><a name="t120"></a>120 Green Snapper</h3>
<p>This is the green turtle enemy from Arid Canyon Zone. This enemy behaves exactly like a blue
crawla does. The circumference of its shell is covered with spikes, so the only way to destroy it
is by jumping on top of it.</p>
<h3><a name="t121"></a>121 Minus</h3>
<p>This is the digging enemy from Arid Canyon Zone. It burrows underground towards the player, and
once it's directly underneath, it bursts out from under the ground, jumping up and hurting the player.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Bosses and their associated items (if any)</big></big></u><ol>
<h3><a name="t200"></a>200 - Egg Mobile (Boss 1)</h3>
<p>The boss of Greenflower Zone and Castle Eggman Zone. He moves around firing at the
player, and after taking six hits, he dashes at the player.</p>
<p>Giving the boss the Deaf flag will make him have spikeballs, like CEZ3, and giving him
the Multi flag will make the level end when he is dead. To place him above ground,
multiply by 32 to give height, not 16.</p>
<h3><a name="t201"></a>201 - Egg Slimer (Boss 2)</h3>
<p>This is the boss of Techno Hill Zone. It requires an axis point at the center to
function, and it goes in a circle around the axis point dropping slime. After 6 hits, he
stops going in a circle, and bouncing at the player, spewing a lot more slime.</p>
<p>The Multi flag will make the level end when he is dead.</p>
<h3><a name="t201"></a>202 - Sea Egg (Boss 3)</h3>
<p>This is the boss of Deep Sea Zone. More information will be supplied later.</p>
<p>The Multi flag will make the level end when he is dead.</p>
<h3>203 - Eggscalibur (Boss 4)</h3>
<p>This is the boss of Castle Eggman Zone. More information will be supplied later.</p>
<p>The Multi flag will make the level end when he is dead.</p>
<h3><a name="t290"></a>290 - Boss Flypoint</h3>
<p>This is the location the boss will fly to after being killed.</p>
<h3><a name="t291"></a>291 - Egg Capsule Center</h3>
<p> </p>
</ol>
</li>
<li><u><big><big>Collectibles</big></big></u><ol>
<h3><a name="t300"></a>300 - Ring</h3>
<p>This is a normal ring. Pick this up to get one ring.</p>
<p>Giving the deaf tag to a ring will cause it to float 31 units above the ground. This
does stack with bitsets, allowing rings to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t301"></a>301 - Bounce Ring</h3>
<p>Picking this up gives you more ammo for this particular ring weapon. You cannot fire
the weapon, however, if you do not have the associated panel.
<h3><a name="t302"></a>302 - Rail Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3><a name="t304"></a>304 - Automatic Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3><a name="t305"></a>305 - Explosion Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3><a name="t305"></a>306 - Scatter Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3><a name="t305"></a>307 - Grenade Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3>310 - CTF Flag (Red)</h3>
<p>This is the red team's flag in capture the flag mode. If the blue team takes this to
their team base (sector type <a href="#s16384">16384</a>), they score a point.</p>
<h3><a name="t307"></a>311 - CTF Flag (Blue)</h3>
<p>This is the blue team's flag in capture the flag mode. If the red team takes this to
their team base (sector type <a href="#s12288">12288</a>), they score a point.</p>
<h3><a name="t308"></a>312 - Special Stage Token</h3>
<p>This token gives the player a chance at the special stage after the current stage has
ended. If more than one token is collected, the player gets that many chances at the
special stages, continuing until they run out of tokens or have all the emeralds.</p>
<h3><a name="t309"></a>313 - Emerald 1 (Green)</h3>
<p>This object gives the player the first emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t310"></a>314 - Emerald 2 (Orange)</h3>
<p>This object gives the player the second emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t311"></a>315 - Emerald 3 (Pink)</h3>
<p>This object gives the player the third emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t312"></a>316 - Emerald 4 (Blue)</h3>
<p>This object gives the player the fourth emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t313"></a>317 - Emerald 5 (Red)</h3>
<p>This object gives the player the fifth emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t314"></a>318 - Emerald 6 (Light Blue)</h3>
<p>This object gives the player the sixth emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t315"></a>319 - Emerald 7 (Grey)</h3>
<p>This object gives the player the seventh emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t316"></a>320 - Emerald Hunt Location</h3>
<p>This is one of the three emeralds to be used in Hunting mode.</p>
<h3>323 - Emerald Spawn</h3>
<p>Spawn location for emeralds in Match mode.</p>
<h3><a name="t330"></a>330 - Bounce Ring Panel</h3>
<p>This is a match weapon panel. The Bounce Ring throws a slow ring that will bounce when
it hits walls.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t331"></a>331 - Rail Ring Panel</h3>
<p>This is a match weapon panel. The Rail Ring gives the player an instantaneous shot, that
strikes its target the instant its fired, however there is a long downtime between shots.
Being shot by a rail ring causes more kickback than normal.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t332"></a>332 - Automatic Ring Panel</h3>
<p>This is a match weapon panel. The Automatic Ring gives the player a fire rate of 17.5
rings per second.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t333"></a>333 - Explosion Ring Panel</h3>
<p>This is a match weapon panel. The Explosion Ring throws a slow ring that explodes into
many fragments upon striking a wall or another player. Being struck directly by the
Explosion Ring causes more kickback than usual.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t334"></a>334 - Scatter Ring Panel</h3>
<p>This is a match weapon panel. The Scatter Ring throws 5 rings in a plus-shape.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t335"></a>335 - Grenade Ring Panel</h3>
<p>This is a match weapon panel. The Grenade Ring throws a grenade that will explode
if an opposing player gets too close to it. It will also explode automatically after a
while if left untouched.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Boxes</big></big></u><ol>
<h3><a name="t400"></a>400 - Super Ring (10 Rings)</h3>
<p>This monitor gives the player ten rings.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t402"></a>402 - Attraction Shield</h3>
<p>Also known as the yellow shield and god shield, this shield protects the player from a
single hit, then disappears. It also attracts all normal rings, spilled or on the map to
the player with the shield. It also protects the player from electric damage.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t403"></a>403 - Force Shield</h3>
<p>Also known as the blue shield, this shield protects the player from two hits, then
disappears. If the spin button is pressed while jumping, it is also possible to
reflect many projectiles.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t404"></a>404 - Armageddon Shield</h3>
<p>Also known as the black shield, this shield protects the player from a single hit,
triggering upon a hit. The shield can also be triggered by jumping, and then hitting the
spin key in midair. When the shield is triggered, a flash of light damages everything
within a large radius, destroying the shield in the process.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t405"></a>405 - Whirlwind Shield</h3>
<p>This shield protects the player from a single hit, then disappears. If the player does
a jump-spin, they will do a second jump in midair, making the maximum height that the
player can jump with the shield 224.</p>
<p>Versions of SRB2 previous to 1.09 had the Basic Shield in this object number, so make
sure to note that if the player loads the map in an older version, that is what they will
see.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t406"></a>406 - Elemental Shield</h3>
<p>Also known as the green shield, this shield protects the player from a single
hit, then disappears. While this shield is active, the player cannot drown. It also
protects the player from water, fire, and other damage. When the player with this shield
spin-dashes, it leaves a trail of fire, which deals fire damage to any enemy that touches
it.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t407"></a>407 - Super Sneakers</h3>
<p>This is a monitor powerup that gives the player about 2x running speed for 20 seconds.</p>
<h3><a name="t408"></a>408 - Invincibility</h3>
<p>This is a monitor powerup that prevents all damage to the player for 20 seconds.</p>
<h3><a name="t409"></a>409 - Extra Life</h3>
<p>This powerup monitor features the player's face, and provides an extra life when
struck.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t410"></a>410 - Eggman</h3>
<p>This monitor damages the player if they strike it.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t411"></a>411 - Teleporter</h3>
<p>This monitor mixes up all locations of players, teleporting them to the location of a
random other player. It has no effect in Single Player or in multiplayer modes while only
one player is in the game.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t412"></a>412 - Random Box</h3>
<p>Destroy this monitor and you will get a random powerup, like the boxes in Sonic 2 race
mode.</p>
<h3><a name="t412"></a>413 - Gravity Boots Box</h3>
<p>Destroy this monitor and the gravity will be flipped for a short time.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Interactive Objects (friendly or otherwise)</big></big></u><ol>
<h3><a name="t500"></a>500 - Air Bubble Patch</h3>
<p>This is the air bubble patch used underwater to give players air. It spawns big bubbles
randomly which replenish the player's air.</p>
<h3><a name="t501"></a>501 - End Level Sign</h3>
<p>This is the sign at the end of the stage. When the player enters the <a href="#s8192">Exit
Sector</a>, this sign will start to spin, and end on the face of the player. This sign
does not make the stage end, it's just a visual effect for it.</p>
<h3><a name="t502"></a>502 - Star Post</h3>
<p>Star Posts allow the player to respawn after dying at a point other than the beginning
of the stage. There can be up to 32 Star Posts in a map, and they work with the bitsets.</p>
<p>Instead of controlling the difficulty and deaf flags, the final digit of the bitset
determines the number of the Star Post. 0x0000 is the first one and 0x000f is the
sixteenth one. Note that since this overwrites all of the difficulty flags, they will
appear in all difficulties, even though 0x0000 would normally mean it wouldn't appear in
any difficulty level.</p>
<h3><a name="t520"></a>520 - Spikeball</h3>
<p>Just like thing <a href="#t521">521</a>, except they do normal damage to the player on
contact. </p>
<h3><a name="t521"></a>521 - Spikeball (Special Stage)</h3>
<p>These are the spikeballs used in the special stages. They harm the player for damage on
contact, but only if they are carrying rings.</p>
<h3><a name="t522"></a>522 - Ceiling Spike</h3>
<p>This is a downward pointing spike for use on the ceiling. Touching the pointy end of
the spike deals damage to the player.</p>
<p>By default, it attaches itself to the ceiling, and the height part of the bitset
measures how far down from the ceiling, instead of up from the floor.</p>
<h3><a name="t523"></a>523 - Floor Spike</h3>
<p>This is a upward pointing spike for use on the floor. Touching the pointy end of the
spike deals damage to the player.</p>
<h3><a name="t524"></a>524 - Big Floating Mine</h3>
<p>When you get close, this mine will start to follow you. Touches you, and it explodes.</p>
<h3><a name="t540"></a>540 - THZ Fan</h3>
<p>This is the fan used inside the secret passage in Techno Hill Zone Act 1. It pushes the
player slowly up until it reaches the maximum height it can. The maximum height is
determined by the angle, measured in normal fracunits (It can go above 360 just fine).</p>
<h3><a name="t541"></a>541 - THZ Gas Jet</h3>
<p>This is the gas jet used at the end of Techno Hill Zone Act 1. It launches the player
straight up on regular intervals about the same height as a yellow spring pointing up.</p>
<h3><a name="t550"></a>550 - Yellow Spring (Up)</h3>
<p>This is a yellow spring pointing straight up. It has a medium amount of force behind
it.</p>
<h3><a name="t551"></a>551 - Red Spring (Up)</h3>
<p>This is a red spring pointing straight up. It has a large amount of force behind it.</p>
<h3><a name="t552"></a>552 - Blue Spring</h3>
<p>This is a blue spring pointing straight up. It has a small amount of force behind it.
The intent is for this spring to be used underwater. It has about the same effect
underwater as a yellow spring does above water.</p>
<h3><a name="t553"></a>553 - Yellow Spring (Down)</h3>
<p>This is a yellow spring pointing straight down. It has a medium amount of force behind
it.</p>
<h3><a name="t554"></a>554 - Red Spring (Down)</h3>
<p>This is a red spring pointing straight down. It has a large amount of force behind it.</p>
<h3><a name="t555"></a>555 - Yellow Spring (Diagonal Up)</h3>
<p>This is a yellow spring pointing upwards and in the direction the thing is facing. It
has a medium amount of force behind it. When the player touches this spring, he will
automatically turn to face the direction the spring is launching the player.</p>
<h3><a name="t556"></a>556 - Red Spring (Diagonal Up)</h3>
<p>This is a red spring pointing upwards and in the direction the thing is facing. It has
a large amount of force behind it. When the player touches this spring, he will
automatically turn to face the direction the spring is launching the player.</p>
<h3><a name="t557"></a>557 - Yellow Spring (Diagonal Down)</h3>
<p>This is a yellow spring pointing downwards and in the direction the thing is facing. It
has a medium amount of force behind it. When the player touches this spring, he will
automatically turn to face the direction the spring is launching the player.</p>
<h3><a name="t558"></a>558 - Red Spring (Diagonal Down)</h3>
<p>This is a red spring pointing downward and in the direction the thing is facing. It has
a large amount of force behind it. When the player touches this spring, he will
automatically turn to face the direction the spring is launching the player.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Special placement patterns</big></big></u><ol>
<h3><a name="t600"></a>600 - 5 Vertical Rings (Yellow Spring)</h3>
<p>This is a chain of five rings intended to be used with thing <a href="#t550">550</a>.
Do not use ring chain objects in any mode where items respawn, because ring chains do not
respawn. Use bitsets to create chains in any mode with item respawn.</p>
<h3><a name="t601"></a>601 - 5 Vertical Rings (Red Spring)</h3>
<p>This is a chain of five rings intended to be used with thing <a href="#t551">551</a>.
Do not use ring chain objects in any mode where items respawn, because ring chains do not
respawn. Use bitsets to create chains in any mode with item respawn.</p>
<h3><a name="t602"></a>602 - 5 Diagonal Rings (Yellow Spring)</h3>
<p>This is a chain of five rings intended to be used with thing <a href="#t555">555</a>.
Do not use ring chain objects in any mode where items respawn, because ring chains do not
respawn. Use bitsets to create chains in any mode with item respawn.</p>
<h3><a name="t603"></a>603 - 10 Diagonal Rings (Red Spring)</h3>
<p>This is a chain of ten rings intended to be used with thing <a href="#t556">556</a>. Do
not use ring chain objects in any mode where items respawn, because ring chains do not
respawn. Use bitsets to create chains in any mode with item respawn.</p>
<h3><a name="t604"></a>604 - Nights: Circle of Rings</h3>
<h3><a name="t605"></a>605 - Nights: Circle of Rings (Big)</h3>
<h3><a name="t606"></a>606 - Nights: Circle of Wing Logos</h3>
<h3><a name="t607"></a>607 - Nights: Circle of Wing Logos (Big)</h3>
<h3><a name="t608"></a>608 - Nights: Circle of Rings and Wings</h3>
<h3><a name="t609"></a>609 - Nights: Circle of Rings and Wings (Big)</h3>
<p> </p>
</ol>
</li>
<li><u><big><big>Powerup indicators/environmental effects/miscellany</big></big></u><ol>
<h3><a name="t700"></a>700 - Ambient Water SFX 1A (Small)</h3>
<h3><a name="t701"></a>701 - Ambient Water SFX 1B (Small)</h3>
<h3><a name="t702"></a>702 - Ambient Water SFX 2A (Medium)</h3>
<h3><a name="t703"></a>703 - Ambient Water SFX 2B (Medium)</h3>
<h3><a name="t704"></a>704 - Ambient Water SFX 3A (Large)</h3>
<h3><a name="t705"></a>705 - Ambient Water SFX 3B (Large)</h3>
<h3><a name="t706"></a>706 - Ambient Water SFX 4A (Extra Large)</h3>
<h3><a name="t707"></a>707 - Ambient Water SFX 4B (Extra Large)</h3>
<h3><a name="t708"></a>708 - Random Ambience 1</h3>
<h3><a name="t709"></a>709 - Random Ambience 2</h3>
<h3><a name="t750"></a>750 - Chaos Mode Enemy Spawn</h3>
<p>This is where the enemies spawn from in Chaos mode. There should be around 12 of these
points on a map with Chaos support.</p>
<h3><a name="t751"></a>751 - Teleport Destination</h3>
<p>This is the thing to be used with linedef type <a href="#l412">412</a>, the linedef
executor that teleports a player. This thing is where the player will spawn in the tagged
sector.</p>
<h3><a name="t752"></a>752 - Alternate View Point</h3>
<p>This is the thing to be used with linedef type <a href="#l422">422</a>, the linedef
executor that changes the camera view. This thing is where the camera will be moved to in
the tagged sector.</p>
<h3><a name="t753"></a>753 - Zoom Tube Waypoint</h3>
<p>Waypoints for zoom tubes. Think of Sonic 2's Metropolis Zone, Sonic 3 & Knuckles's
Death Egg Zone, and Lava Reef Zone. The lower byte of the ANGLE field specifies the
waypoint's number in the sequence, and the upper byte specifies the sequence that the
waypoint belongs to. These are used in conjunction with sector type <a href="#s32768">32768</a>
and <a href="#s36864">36864</a>.</p>
<h3><a name="t754"></a>754 - Push</h3>
<h3><a name="t755"></a>755 - Pull</h3>
<h3><a name="t756"></a>756 - Street Light Source</h3>
<p>This produces a light in OpenGL. It is used in Starlit Warehouse Zone, one of the match
stages, as the street lights.</p>
<h3><a name="t760"></a>760 - PolyObject Anchor</h3>
<p>This is the first of the two points used to set up 'how much to move' a polyobject by
when creating it. Angle is the PolyObject ID#.</p>
<h3><a name="t761"></a>761 - PolyObject SpawnPoint</h3>
<p>This is the second of the two points used to set up 'how much to move' a polyobject by
when creating it. Angle is the PolyObject ID#.</p>
<h3><a name="t762"></a>762 - PolyObject SpawnPoint Crush</h3>
<p>This is the second of the two points used to set up 'how much to move' a polyobject by
when creating it. Angle is the PolyObject ID#. This item tells the PolyObject that it
should hurt the player.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Greenflower Scenery</big></big></u><ol>
<h3><a name="t800"></a>800 - GFZ Flower (Normal)</h3>
<p>This is a scenery object from Greenflower Zone. It is the orange flower seen all
throughout GFZ and most GFZ-themed custom maps.</p>
<h3><a name="t801"></a>801 - GFZ Sunflower</h3>
<p>This is a scenery object from Greenflower Zone. It is the large blue sunflower seen all
throughout GFZ and most GFZ-themed custom maps.</p>
<h3><a name="t802"></a>802 - GFZ Budding Flower</h3>
<p>This is a scenery object from Greenflower Zone. It is the small purple flower seen all
throughout GFZ and most GFZ-themed custom maps.</p>
<h3><a name="t804"></a>804 - Berry Bush</h3>
<p>This is a scenery object from Greenflower Zone. It is the green bush with red berries
seen all throughout GFZ and most GFZ-themed custom maps.</p>
<h3><a name="t805"></a>805 - Bush</h3>
<p>This is a scenery object from Greenflower Zone. It is the green bush without the
berries seen all throughout GFZ and most GFZ-themed custom maps.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Techno Hill Scenery</big></big></u><ol>
<h3><a name="t900"></a>900 - THZ Flower</h3>
<p>This is a scenery object from Techno Hill Zone Act 1. It is the metallic white flower.</p>
<h3><a name="t901"></a>901 - THZ Alarm</h3>
<p>This is a scenery object from Techno Hill Zone Act 2. It is the little alarm in the
passage with the first Star Post. It creates noise, but the red visual effect in THZ2 was
done with a colormap, not this object.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Deep Sea Scenery</big></big></u><ol>
<h3><a name="t1000"></a>1000 - Gargoyle</h3>
<p>Pushable gargoyle. Can be stood on top of as well.</p>
<p>Giving this the Deaf tag will prevent it from being pushable.</p>
<h3><a name="t1001"></a>1001 - Seaweed</h3>
<p>Animated seaweed. Intangible scenery.</p>
<h3><a name="t1002"></a>1002 - Dripping Water</h3>
<p>Water dripping from the ceiling. ANGLE value specifies start delay.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Castle Eggman Scenery</big></big></u><ol>
<h3><a name="t1100"></a>1100 - Hanging Chain</h3>
<p>This is a scenery object from Castle Eggman, a dungeon chain hanging from the ceiling.</p>
<p>By default, it attaches itself to the ceiling, and the height part of the bitset
measures how far down from the ceiling, instead of up from the floor.</p>
<h3><a name="t1101"></a>1101 - CEZ Torch</h3>
<p>This is the torch used in Castle Eggman Zone. It produces light in OpenGL, and it harms
the player for fire damage on contact.</p>
<h3><a name="t1102"></a>1102 - Eggman Statue </h3>
<p>This is the large Eggman statue in Castle Eggman Zone.</p>
<h3><a name="t1103"></a>1103 - CEZ Flower</h3>
<p>This is a scenery object from Castle Eggman Zone. It is the decaying flower.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Arid Canyon Scenery</big></big></u><ol>
<h3><a name="t1200"></a>1200 Big Tumbleweed</h3>
<p>A large moveable tumbleweed that rolls along the floor.</p>
<h3><a name="t1201"></a>1201 Little Tumbleweed</h3>
<p>A small movable tumbleweed that rolls along the floor.</p>
<h3><a name="t1202"></a>1202 Rock Spawner</h3>
<p>An object which randomly spawns falling rocks, which damage the player on impact.<br>
Description on how to use goes here.</p>
</ol>
</li>
<li><u><big><big>Red Volcano Scenery</big></big></u><ol>
<h3><a name="t1300"></a>1300 Horizontal Flame Jet</h3>
<p>A stready stream of flames comes out horizontally.</p>
<h3><a name="t1301"></a>1301 Vertial Flame Jet</h3>
<p>A stready stream of flames comes out vertially.</p>
</ol>
</li>
<li><u><big><big>Dark City Scenery</big></big></u><ol>
</ol>
</li>
<li><u><big><big>Doom Ship Scenery</big></big></u><ol>
</ol>
</li>
<li><u><big><big>Egg Rock / Final Fight Scenery</big></big></u><ol>
</ol>
</li>
<li><u><big><big>NiGHTS Items</big></big></u><ol>
<h3><a name="t1700"></a>1700 - Nights: Axis</h3>
<p>Lower 10 bits: Axis number in the mare (0-based) Upper 6 bits: Mare that axis belongs
to (0-based). ANGLE value determines the size of the axis to rotate around. If 16384 is
added to the ANGLE value, the axis will be inverted.</p>
<h3><a name="t1701"></a>1701 - Nights: Axis Transfer (Normal)</h3>
<h3><a name="t1702"></a>1702 - Nights: Axis Transfer Line</h3>
<h3><a name="t1703"></a>1703 - Nights: Ideya Drone</h3>
<p>Angle value sets the NiGHTS timer, in seconds. </p>
<h3><a name="t1704"></a>1704 - Nights: Bumper</h3>
<p>Lower 4 bits of the flags specify the angle of the bumper in 30 degree increments.</p>
<h3><a name="t1705"></a>1705 - Nights: Hoop</h3>
<h3><a name="t1706"></a>1706 - Nights: Wing Logo</h3>
<h3><a name="t1707"></a>1707 - Nights: Super Loop</h3>
<h3><a name="t1708"></a>1708 - Nights: Drill Refill</h3>
<h3><a name="t1709"></a>1709 - Nights: Helper</h3>
<h3><a name="t1710"></a>1710 - Nights: Egg Capsule</h3>
<p>The capsule you need to collect rings to break in NiGHTS. The value of its ANGLE field
determines how many rings you need to break it. Just like the axis points, the upper bits
(value >> 10) determine the mare it belongs to. For example, an angle value of 1024
means it belongs to mare 1 (2nd mare, it's zero based), and requires 0 rings to break.
1030 would be mare 1, and 6 rings to break. 2048 would be mare 2, no rings.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Mario Items</big></big></u><ol>
<h3><a name="t1800"></a>1800 - Coin</h3>
<p>This is a coin, which is essentially a ring with Mario graphics and sound effects.</p>
<h3><a name="t1801"></a>1801 - Overworld Goomba</h3>
<p>These are the enemies in Mario Koopa Blast 1, and are essentially Crawlas with a Mario
graphic.</p>
<h3><a name="t1802"></a>1802 - Underworld Goomba</h3>
<p>These are the enemies in Mario Koopa Blast 2, and are essentially Crawlas with a Mario
graphic.</p>
<h3><a name="t1803"></a>1803 - Fire Flower</h3>
<p>This is the powerup from the Mario Koopa Blast stages. It changes the player to a white
palette, and allows the player to throw fireballs with the fire button. The fireballs fly
in a Mario-style bounce trajectory until they hit an enemy or a wall.</p>
<h3><a name="t1804"></a>1804 - Koopa Shell</h3>
<p>This is the Koopa Shell in Mario Koopa Blast 1. It will bounce around, striking enemies
and players.</p>
<h3><a name="t1805"></a>1805 - Puma (Mario Jumping Fireball)</h3>
<p>This is the fireball used in Mario Koopa Blast 3. The angle determines the jump height,
with 0 being the old jump style. Note that the jump height is based on force, not units,
so experimentation will be necessary to get the correct height.</p>
<h3><a name="t1806"></a>1806 - King Bowser</h3>
<h3><a name="t1807"></a>1807 - Axe</h3>
<p>The axe used to defeat Bowser in the third Mario level.</p>
<h3><a name="t1808"></a>1808 - Bush (Short)</h3>
<p>This is a scenery object from Mario Koopa Blast</p>
<h3><a name="t1809"></a>1809 - Bush (Tall)</h3>
<p>This is a scenery object from Mario Koopa Blast</p>
<h3><a name="t1810"></a>1810 - Toad</h3>
<p>This is Toad at the end of Mario Koopa Blast 3.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Xmas Items</big></big></u><ol>
<h3><a name="t1850"></a>1850 - Xmas Pole</h3>
<p>X-Mas scenery object. Looks like a little barber shop pole.</p>
<h3><a name="t1851"></a>1851 - Candy Cane</h3>
<p>X-Mas scenery object. Looks like a candy cane.</p>
<p>Note that Mystic Realm 4 replaces this object with the Sonic 1 palm tree, so any maps
loaded while Mystic Realm 4 is loaded will overwrite the image, making any candy canes
look like palm trees, which can look kinda stupid.</p>
<h3><a name="t1852"></a>1852 - Snowman</h3>
<p>X-Mas scenery object. Pushable snowman with a happy face. Can be stood on top of as
well. Acts the same as thing <a href="#t1000">1000</a>.</p>
<p>Giving this the Deaf tag will prevent it from being pushable.</p>
<p> </p>
</ol>
</li>
<h1><a name="linetypes"></a>Linedef Types</h1>
<p>Lines may have flags applied to them. The following is a reference of their values.
Unless specified otherwise in a line type, the flags behave as follows:</p>
<div align="left"><table border="1" width="83%">
<tr>
<td width="33%">NAME</td>
<td width="10%">VALUE</td>
<td width="57%">DESCRIPTION</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT6"></a>EFFECT6</td>
<td width="10%">1</td>
<td width="57%">Special use flag #6.</td>
</tr>
<tr>
<td width="33%"><a name="#BLOCKMONSTERS"></a>BLOCKMONSTERS</td>
<td width="10%">2</td>
<td width="57%">Prevents an enemy from crossing the line. May not work for especially
speedy enemies.</td>
</tr>
<tr>
<td width="33%"><a name="#TWOSIDED"></a>TWOSIDED</td>
<td width="10%">4</td>
<td width="57%">Flag used to indicate if a line is two sided. Do not modify.</td>
</tr>
<tr>
<td width="33%"><a name="#DONTPEGTOP"></a>DONTPEGTOP</td>
<td width="10%">8</td>
<td width="57%">Unpeg upper texture. Good for moving floors.</td>
</tr>
<tr>
<td width="33%"><a name="#DONTPEGBOTTOM"></a>DONTPEGBOTTOM</td>
<td width="10%">16</td>
<td width="57%">Unpeg bottom texture. Good for moving ceilings.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT1"></a>EFFECT1</td>
<td width="10%">32</td>
<td width="57%">Special use flag #1.</td>
</tr>
<tr>
<td width="33%"><a name="#NOCLIMB"></a>NOCLIMB</td>
<td width="10%">64</td>
<td width="57%">Don't allow Knuckles to climb on this wall.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT2"></a>EFFECT2</td>
<td width="10%">128</td>
<td width="57%">Special use flag #2.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT3"></a>EFFECT3</td>
<td width="10%">256</td>
<td width="57%">Special use flag #3.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT4"></a>EFFECT4</td>
<td width="10%">512</td>
<td width="57%">Special use flag #4.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT5"></a>EFFECT5</td>
<td width="10%">1024</td>
<td width="57%">Special use flag #5.</td>
</tr>
<tr>
<td width="33%"><a name="#NOSONIC"></a>NOSONIC</td>
<td width="10%">2048</td>
<td width="57%">Disable line special if playing as Sonic (Single Player Only).</td>
</tr>
<tr>
<td width="33%"><a name="#NOTAILS"></a>NOTAILS</td>
<td width="10%">4096</td>
<td width="57%">Disable line special if playing as Tails (Single Player Only).</td>
</tr>
<tr>
<td width="33%"><a name="#NOKNUX"></a>NOKNUX</td>
<td width="10%">8192</td>
<td width="57%">Disable line special if playing as Knuckles (Single Player Only).</td>
</tr>
<tr>
<td width="33%"><a name="#BOUNCY"></a>BOUNCY</td>
<td width="10%">16384</td>
<td width="57%">Bounce the player off this line.</td>
</tr>
<tr>
<td width="33%"><a name="#TFERLINE"></a>TFERLINE</td>
<td width="10%">32768</td>
<td width="57%">Use this on a FOF line special to define the texture & offsets for
each side of the FOF. The control sector must have at LEAST the same # of sides as the
target sector(s).</td>
</tr>
</table>
</div><hr>
<li><u><big><big>Level Parameters / Miscellany</big></big></u><ol>
<h3><a name="l1"></a>1 - Per-Sector Gravity</h3>
<p>Sets the gravity of the tagged sector or sectors, as a percentage of global gravity
(which can be set separately using sector type <a href="#s176">176</a>). The floor height
of the control sector is used. If it is 1000, then the target sector will have 100%
gravity. If it is 500, the target sector will have 50% of the global gravity. Negative
values work as well, but players can't jump down; they'll get stuck to the ceiling, unless
the <a href="#NOCLIMB">NOCLIMB</a> flag is checked.</p>
<p>You can apply this special to the control sector of an intangible FOF to change the
gravity only inside that FOF.</p>
<h3><a name="l2"></a>2 - Custom Exit</h3>
<p>Tag this to an Exit Sector (type <a href="#s8192">8192</a>) to exit to a custom level,
overriding the one set in the map header. The map number you go to is indicated by the
front sector's floor. Additionally, if the control linedef's bitset is set to disallow
climbing (with the <a href="#NOCLIMB">NOCLIMB</a> attribute, whose value is 64), skip the
score tally screen when switching to the new map.</p>
<p>If the control linedef has the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag set,
this effect does something super complicated and fun, going to a different level depending
on whether the player has all emeralds or not. If the player has seven emeralds, the
linedef's front sector's ceiling height will be used. Otherwise, go to the map number
indicated by the linedef's front sector's floor. That's <i>only</i> if you set the <a
href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag.</p>
<p>If the <a href="#EFFECT4">EFFECT4</a> flag is set, the linedef's front side x offset
will be used as the new gametype after the map change, providing it is in range (from 0 to
4, inclusive).</p>
<h3><a name="l3"></a>3 - Zoom Tube Parameters</h3>
<p>X length = speed. Y length = waypoint sequence #. See sector type <a href="#s32768">32768</a>
for more information.</p>
<h3><a name="l4"></a>4 - Speed Pad</h3>
<p>Creates a speed pad. The linedef direction and indicates the direction of the pad. The
target sector must have type <a href="#s1280">1280</a> or <a href="#s1536">1536</a> for
this to work.</p>
<p>If the <a href="#EFFECT4">EFFECT4</a> flag is set, you will not be teleported to the
center of the sector when the speed pad is activated.</p>
<h3><a name="l5"></a>5 - Camera Scanner</h3>
<p>Modifies camera position while the player is in the target sector. The floor and
ceiling of the control sector and the angle of the control linedef are the values for
CAM_HEIGHT, CAM_DIST, and CAM_ROTATE, respectively. Camera position is reset when the
player steps outside the sector.</p>
<h3><a name="l6"></a>6 - Disable Linedef</h3>
<p>Disables any linedef specials that share the same tag. Will be used in the future to
check if a particular level has been previously cleared or not.</p>
<h3><a name="l7"></a>7 - Flat Alignment</h3>
<p>Aligns floor and/or ceiling flats. The x alignment is specified by the control
linedef's x distance (the difference between the x values of its two vertices), and the y
alignment is specified by the control linedef's y distance.</p>
<p>By default, works on both the floor and ceiling (however, note that skies cannot be
"aligned" ;). Adding the <a href="#NOCLIMB">NOCLIMB</a> flag to the linedef will
align the floor only, while the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag will make
it align the ceiling only.</p>
<h3><a name="l8"></a>8 - Sector Special Parameters</h3>
<p>Sets special behavior of a sector's type depending on the flag(s) checked:</p>
<p><a href="#NOCLIMB">NOCLIMB</a> - Special only operates when touching ceiling</p>
<p><a href="#EFFECT4">EFFECT4</a> - Special operates when touching either the floor or the
ceiling</p>
<p><a href="#EFFECT3">EFFECT3</a> - Special operates by just touching the sector, rather
than having to be inside of it.</p>
<h3><a name="l9"></a>9 - Chain Parameters</h3>
<p>Sets special behavior of a moving chain as such:</p>
<p>x length - # of links on the chain</p>
<p>y length - Overall speed (0-15)</p>
<p>X offset - Rotation speed on the X axis (0-15)</p>
<p>Y offset - Rotation speed on the Z axis (0-15)</p>
<p>floorheight - angle to start at (0-15)</p>
<p>ceilingheight - maximum rotation speed</p>
<h3><a name="l10"></a>10 - Culling Plane</h3>
<p>Set like <a href="#l1">line 1</a>, this creates an invisible plane in the sector. If
your view is above this plane, lots of things drawn below the height of this plane will be
discarded, and if your view is below the plane, a lot of things drawn above the height of
the plane will be discarded. This is to tell the game to not draw stuff that you aren't
going to see anyway. Do note that the view doesn't have to be in the current sector, you
can also be viewing from the side, which may be undesirable. To prevent this problem, you
can check the <a href="#NOCLIMB">NOCLIMB</a> flag, which will allow you to 'group' a set
of sectors to one control sector in which the culling will only take effect. For example,
you have a control sector set up for culling, and have two culling lines in the control
sector, tagged to sectors 'A' and 'B'. If the player is in sector 'A' or 'B', the culling
will occur, but if the player is in sector 'C', it will not.</p>
<h3>11 - Rope Hang Parameters</h3>
<p>X length = speed. Y length = waypoint sequence #.</p>
<p>EFFECT1 - Don't wrap movement</p>
<p>See sector type 45056 for more information.</p>
<h3>12 - Rock Spawn Parameters</h3>
<p>Sets special behavior of a rock spawner (#1202) as such:</p>
<p>length - momentum strength</p>
<p>line angle - momentum angle</p>
<p>X offset - # of tics to wait until another is spawned</p>
<p>Y offset - Rock crumble sprite to use (0-15)</p>
<p>NOCLIMB - add some randomization to the momentum</p>
<p> </p>
<h3>13 - Heat Wave</h3>
<p>Applies a heat effect to the screen. Tag this to a sector, or to the control sector of a FOF.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Level Parameters / Miscellany</big></big></u><ol>
<h3><a name="l20"></a>20 - Marks first line in PolyObject</h3>
<p>Explain here.</p>
<h3><a name="l21"></a>21 - Explicitly include a PolyObject line</h3>
<p>Explain here.</p>
<h3><a name="l30"></a>30 - PolyObject Parameters</h3>
<p>Explain here.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Level-Load Effects</big></big></u><ol>
<h3><a name="l50"></a>50 - Instant Floor Lower</h3>
<p>Makes the floor instantly lower on level load to be at the same height as the lowest
floor of any bordering sector.</p>
<h3><a name="l51"></a>51 - Instant Ceiling Raise</h3>
<p>Makes the ceiling instantly rise on level load to be the same height as the highest
ceiling of any bordering sector.</p>
<h3><a name="l52"></a>52 - Continuously Falling Sector</h3>
<p>Requires two control sectors. Sector continuously falls until its ceiling reaches the
floor of the line's back sector, then returns to its original position and keeps falling.
Linedef length determines speed. Good for things like intermittently falling lava. If the <a
href="#NOCLIMB">NOCLIMB</a> flag is set, it falls upwards, instead of downwards.</p>
<h3><a name="l53"></a>53 - Continuous Floor/Ceiling Mover</h3>
<p>Must be a two-sided linedef, tagged to another sector on the map. The tagged sector's
floor and ceiling will move, first so that they're equal to the floor and ceiling of the
linedef's front sector, then so they're equal to the floor and ceiling of the linedef's
back sector, then the front sector again, and so on.</p>
<p>The speed of the movement is determined by the linedef's length and uses the same units
as linetype <a href="#l60">60</a>.</p>
<h3><a name="l54"></a>54 - Continuous Floor Mover</h3>
<p>Like linetype <a href="#l53">53</a>, but only moves the floor, not the ceiling. Can be
used to replace floating platforms in some cases, where only the floor was desired to
move.</p>
<h3><a name="l55"></a>55 - Continuous Ceiling Mover</h3>
<p>Like linetype <a href="#l53">53</a>, but only moves the ceiling, not the floor.</p>
<h3><a name="l56"></a>56 - Continuous Two-Speed Floor/Ceiling Mover</h3>
<p>Must be a two-sided linedef, tagged to another sector on the map. The tagged sector's
floor and ceiling will move, first so that they're equal to the floor and ceiling of the
linedef's front sector, then so they're equal to the floor and ceiling of the linedef's
back sector, then the front sector again, and so on.</p>
<p>The speed of the movement is determined by the linedef's x distance (the first way,
towards the front sector) and y distance (the second way, towards the back sector), using
the same units as linetype <a href="#l60">60</a>.</p>
<p>Unlike linetype <a href="#l53">53</a>, this effect does not slow down when it reaches
the end of its movement. Instead, it changes instantly from going in one direction to
going in the other. It's designed for making more sophisticated crushers than the crusher
type allows (i.e. crushers with varying rise/crush speeds, FOF crushers, crushers with
different start points).</p>
<h3><a name="l57"></a>57 - Continuous Two-Speed Floor Mover</h3>
<p>Like linetype <a href="#l56">56</a>, but only moves the floor, not the ceiling.</p>
<h3><a name="l58"></a>58 - Continuous Two-Speed Ceiling Mover</h3>
<p>Like linetype <a href="#l56">56</a>, but only moves the ceiling, not the floor.</p>
<h3><a name="l59"></a>59 - Activate Floating Platform</h3>
<p>This is used to make floating platforms (that move up and down) as well as moving
water. In fact, you can use this to make any type of block move vertically. The way it
works is somewhat confusing - You use three control sectors, all connected by at least one
linedef. Easiest thing to do is make three square sectors together in a row. One of the
linedefs on the middle sector should contain the Floor Over Floor line special that you
want. This will be the Floor Over Floor control sector. The other two sectors represent
the bottommost position you want the Floor Over Floor to reach, and the topmost position
you want the Floor Over Floor to reach. The 59 line can be on any of these sectors, as
long as you tag it to the middle one. If you still don't understand, look at Greenflower
Zone Act 2. If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, the platform will begin
moving upwards, rather than downwards.</p>
<h3><a name="l60"></a>60 - Activate Floating Platform (Adjustable Speed)</h3>
<p>Speed is indicated by linedef length; one unit of speed here is 0.25 fracunits per tic.
(Floating platforms made with type <a href="#l59">59</a> move at 2 fracunits per tic.)
Aside from the linedef length controlling speed, works exactly like linedef type <a
href="#l59">59</a>.</p>
<h3><a name="l61"></a>61 - Crusher 1 (Ceiling to Floor)</h3>
<p>The crush motion is from the ceiling to the floor. Linedef length indicates crusher
speed. See also linetype <a href="#l62">62</a>, Crusher 2.</p>
<h3><a name="l62"></a>62 - Crusher 2 (Floor to Ceiling)</h3>
<p>Like linetype <a href="#l61">61</a>, Crusher 1, except that it starts in a different
place, not synchronised with any crushers that use the Crusher 1 type. The highest ceiling
this crusher reaches will be the highest ceiling height of any bordering sector.</p>
<h3><a name="l63"></a>63 - Fake Floor</h3>
<p>Creates two fake planes, fake floor and fake ceiling. Main textures are not affected,
but as far as above/below textures and floor/ceiling flats are concerned, the floor and
ceiling height are those of the control sector. As far as collisions, walking, etc. are
concerned, the floor and ceiling flats are whatever they normally would be.</p>
<p>Fake floor is useful for railings (THZRAIL and WOODRAIL; see THZ2 for examples) and
snow effects (making a fake floor of snow just a few units above normal floor, so it looks
like the player's feet are buried in the snow).</p>
<h3><a name="l64"></a>64 - Appearing/Disappearing FOF</h3>
<p>Tag this to any FOF <i>line</i> and this will cause it to appear and disappear
intermittently. The line's X length is the amount of time (in tics) that the FOF will
appear, and Y length is the amount of time (in tics) that the FOF will disappear. The
control sector's floor height allows you to specify an offset (in tics) of how much time
will pass before the appearing/disappearing kicks in.</p>
<p> </p>
</ol>
</li>
<li><u><big><big>Floor-Over-Floors (FOFs)</big></big></u><ol>
<h3><a name="l100"></a>100 - Floor Over Floor: Solid, Opaque, Shadowcasting</h3>
<p>This is just a regular old FOF. As with any block, the ceiling of the control sector is
the top of the block, and the floor of the control sector is the bottom.
"Shadowcasting" means that the light value used in the control sector is used
for the area below where the actual FOF appears, as opposed to above it.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL-->
<h3><a name="l101"></a>101 - Floor Over Floor: Solid, Opaque, Non-Shadowcasting</h3>
<p>See notes for <a href="#l100">100</a>. "Non-shadowcasting" means that the
light value you set in the control sector will be used for the area above the FOF, instead
of below it.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_CUTLEVEL-->
<h3><a name="l102"></a>102 - Floor Over Floor: Solid, Translucent</h3>
<p>Useful for windows. The GLASSTEX texture is good for this purpose. You can change the
alpha value of the translucency by setting the control linedef's Above texture to a #
followed by a three-digit decimal number, 000 to 255. #000 is most transparent, #255 is
most opaque. Note that in software mode, there are actually only ten different values that
serve as a 'best guess'.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA-->
<h3><a name="l103"></a>103 - Floor Over Floor: Solid, Sides Only</h3>
<p>A solid FOF that renders sides only, not planes (floor and ceiling). You were supposed
to be able to use it to place railings (THZRAIL, WOODRAIL, etc.) on FOFs. It doesn't work
for that, because the railings use a different kind of transparency and software mode
won't draw them on FOFs. So this one is going on the list of useless effects, right next
to linetype <a href="#l104">104</a>.</p>