WGRealms 2 Manual

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NEW Ambiance sounds

define ALIENBUBBLE 398

define ALIENWIND 399

define CAVE 400

define SNOWWIND1 401

define SNOWWIND2 402

define ALIENWATER 403

define ALIENALARM 404

define ALIENBABY 405

define ALIENROOM 406

define BIRDS1 407

define BIRDS2 408

define BIRDS3 409

define FROGS1 410

define FROGS2 411

define 1WATERFALL 412

define ALIENDRILL 413

define BELLS 462

define FROGS4 463

define Strange wind 464

define WGR_AMBIENCE1 170 bells

define WGR_AMBIENCE2 171 flies

define WGR_AMBIENCE3 172 creepywind

define WGR_AMBIENCE4 173 drips

define WGR_AMBIENCE5 174 demonwind

define WGR_DOOR1 256

define WGR_DOOR2 257

define WGR_DOOR3 258

define WGR_DOOR4 259

define WGR_DOOR5 260

Multiplayer weapons/switches.
Pal 1 = COOP

Pal 2 = DM

EFFECT SPRITES

New SE effects

SPIRIT VORTEX = SE 60

HITAG IS THE TAG THAT CAUSES EFFECT TO SPAWN, IT NEEDS AN ACTIVATOR TO WORK

YVEL IS THE TAG THAT CAUSES EFFECT TO END

COLOR CHANGER = SE 61

HITAG IS THE TAG THAT TRIGGERS IT, BUT IT MUST BE TRIGGERED BY A WGR2 ACTOR (POWER PODS, A MONSTER, ETC)

THE SECTOR BECOMES THE PAL AND SHADE OF THE SE

OPTION: IF XVEL IS SET ON THE SE, IT BECOMES THE NEW PICNUM OF THE SECTOR AND WALLS

SPACE CUTSCENE MANAGER=SE62

THIS IS USED FOR CONTROLLING THE STAR SECTOR AT THE BEGINNING OF THE HUB LEVEL AND CAN’T BE USED FOR ANYTHING ELSE. FIRST IT GRABS PLAYER 0 AND MOVES HIM TO ITS OWN POSITION. THEN IT STARTS TRACK 18 (SILENT MIDI) AND MAKES ALL OF THE NORMAL SPRITES IN ITS SECTOR KEEP THEIR PALS (SO THEY DON’T TURN BLACK IN SPACE). IT ALSO SETS A GLOBAL VARIABLE THAT STARTS THE STAR SPAWNERS WORKING (SE 63). THERE IS CURRENTLY NO OTHER WAY TO START THE STAR SPAWNERS. THIS SE WAITS FOR A FRANKENSWITCH WITH LOTAG 5 TO BE PRESSED (TILE 141). WHEN THAT HAPPENS, IT MAKES THE STARS SPAWN HYPERSPACE LINES AND IT LOOKS FOR A NEARBY EVIL WARP AND ACTIVATES IT. THE EVIL WARP THEN COMES TOWARDS THE PLAYER, BLOWS UP ANY NORMAL SPRITES, AND ENDS THE CUTSCENE.

STAR SPAWNERS = SE 63

THESE SPAWN STARS THAT FLY OFF AT A SLIGHTLY RANDOMIZED ANGLE. THE STARS MOVE UNTIL THEY HIT SOMETHING. THE STARS ONLY SPAWN WHEN THE SE63 IS TRIGGERED BY A SE62. ONCE THE SWITCH IS HIT (SEE ABOVE), THE SE WILL ALSO SPAWN LIGHTNING, AND STARS AND LIGHTNING WILL ACCELERATE. THE SPAWNING STOPS WHEN THE PLAYER IS GRABBED BY THE EVILWARP.

SCROLL ACTIVATOR = SE 64

SET YVEL TO THE ACTIVATION NUMBER AND IT WILL ACTIVATE EVERYTHING OF THAT TAG WHEN THE PLAYER HAS COMPLETED THE EPISODE EQUAL TO HITAG. 1 = EP 1 COMPLETED, 2 = EP 2 COMPLETED, 4 = EP 3 COMPLETED (IT IS A BITFIELD).

LEVEL TELEPORTER = SE 69

THE PAL OF THE SE IS THE LEVEL NUMBER THE PLAYER WILL BE TRANSPORTED TO. THE MAP STATE IS SAVED BEFOREHAND, SO IF THE PLAYER RETURNS IT WILL BE AS HE LEFT IT.

FIREWORKS = SE 77

SHOOTS OFF A LARGE FIREWORKS MORTAR ABOUT ONCE EVERY 10 SECONDS. SET YVEL TO THE ACTIVATION NUM BER IF YOU WANT IT TO WAIT FOR ACTIVATION, OTHERWISE LEAVE YVEL AT 0 AND IT WILL START WHEN THE LEVEL STARTS.

BROADCASTER = SE 88

SHOWS A SCENE FROM A DIFFERENT PART OF THE MAP. THE SCENE IS “BROADCAST” IN THE BACKGROUND, AND IS VISIBLE WHEREVER THERE ARE BLANK TEXTURES (WALLS, FLOORS OR CEILINGS WITH BLANK TEXTURES) NEAR THE SE. PLACE TWO SE88 AND GIVE THEM THE SAME HITAG. ONE WILL BROADCAST THE POV OF THE OTHER.

OPTIONS: GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT BROADCAST UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON. MAKE SURE TO HIDE THE BLANK TEXTURES UNTIL THE ACTIVATION USING EITHER A TEXTURE CHANGER OR SOME OTHER TRICK.

BY DEFAULT, THE SE WILL BROADCAST FROM ITS OWN ANGLE, BUT IF YOU SET XVEL TO A NON-ZERO VALUE, IT WILL USE THE PLAYER’S ANGLE INSTEAD (NOT USUALLY A GOOD IDEA THOUGH).

BY DEFAULT, IT WILL USE THE PLAYER’S CURRENT Z ANGLE (LOOK UP/DOWN ANGLE). TO SET A FIXED Z ANGLE, SET EXTRA ON THE SE. 100 = STRAIGHT AHEAD. HIGHER VALUES LOOK UP, LOWER VALUES LOOK DOWN (IN POLYMOST, MAX 299, MIN -199).

TELEPORTER = SE 89

SIMILAR TO THE NORMAL TELEPORTER SE7, BUT WITH MORE OPTIONS. LIKE SE7, IT TAKES THE PLAYER TO ANOTHER SE OF THE SAME HITAG WHEN HE ENTERS ITS SECTOR (BUT THERE CAN ONLY BE ONE DESTINATION).

OPTIONS: GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT TELEPORT UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON. NOTE THAT TWO SE89 WITH THE SAME HITAG COULD HAVE DIFFERENT ACTIVATION NUMBERS. THIS COULD BE USED TO MAKE A ONE WAY TELEPORTER. LEAVE YVEL AT 0 AND IT WILL START UNLOCKED.

SET XVEL TO THE SOUND NUMBER TO PLAY UPON TELEPORTATION (LEAVE 0 FOR NO SOUND).

CERTAIN PALS ON THE SE WILL CAUSE A COLORED FLASH WHEN THE PLAYER TELEPORTS: PAL 1=BLUE, PAL2=RED, PAL3=WHITE, PAL4=BLACK, PAL7=YELLOW, PAL8=GREEN. PALS NOT LISTED DO NOTHING.

Cutscene camera = SE 90

This SE can be used to change the player’s view to the view from the SE. It can be triggered by an event in the game, or it can occur when the level starts. Cutscene cameras can be either stationary or moving, and they can be chained together to show a sequence of views. The view can be displayed on the entire screen, or it can be displayed in a box in the corner. By default, the player is paralyzed while this effect is ongoing. Tags on the SE control different aspects of the effect:

Hitag: Set to 0 to switch to the SE view at level start. Otherwise, hitag is the activation number. The SE can be activated by an activator having a lotag equal to the SE’s hitag, or by a switch, monster, or other DP sprite which has a YVEL equal to the SE’s hitag. The player will view from the SE immediately upon activation.

Pal: 0 = stationary camera, 1 = moving camera. A moving camera will not work unless there is another SE 90 which has a hitag equal to the YVEL of the moving camera.

Shade: The up/down view angle. 0 looks straight ahead, negative numbers look up and positive numbers look down. The exact formula is camerahoriz = shade*2 +100

XVEL: In a stationary camera, this is the number of game tics that the camera’s view will last. In a moving camera, XVEL is the speed at which the camera travels. If not set, XVEL will default to 130 (five seconds of view time for a stationary camera, and about ½ of Duke’s running speed for a moving camera).

YVEL: This is the number that the camera activates upon completion. In a stationary camera, completion occurs when its time runs out. In a moving camera, completion occurs when it has traveled all the way to the next camera in the sequence. The camera will activate any respawns, activators, masterswitches, or DP sprites which have activation numbers equal to the camera’s YVEL. This includes other cutscene cameras. If the camera is stationary, it does not have to be set to activate anything. If it is a moving camera, it must be set to activate another SE 90 (see Pal, above).

ANG: The angle of the SE sprite will be the angle that the camera faces. If it is a moving camera, then it will start at this angle and gradually turn to face the angle that the next camera is facing.

EXTRA: This is a bitfield which determines some additional camera functions. Add together the numbers you want, or leave EXTRA at its default value (-1) if you don’t want any of the options.

1 does a quick fade to black right before the camera’s view time ends (does not work with moving cameras)

2 shows the view in a box in the lower right corner of the screen (the rest of the player’s view is normal)

4 if this bit is set, the player will be moved to the camera’s position.

8 allow the player to move (best used in combination with 2)

16 transition effect: when camera activates, its view starts in the center and quickly expands to fill the screen (do not use with 2)

FLOATING SECTOR = SE 91

With this effect you can make a sector move up and down in a sin function motion. It could be used to make small islands bob up and down or the larger sector around the islands bob up and down.

Extra on the SE is the length of the cycle (the higher, the longer). The minimum is 32 (it will be forced up to 32 if you set it less than that). Hitag is the amplitude of the wave (or far up and down the sector moves): minimum of 64. Shade on the SE is the time offset of the motion. Give nearby floating SE s different offsets if you don't want them synced.

WEIRD ELEVATOR TRANSPORTER = SE 166

THIS IS THE EFFECT USED IN THE TRANSITION BETWEEN NORMAL AND HELL IN LEVEL 2 OF WGR2

TRANSPORTS TO ANOTHER 166 SE HAVING THE SAME HITAG

EXTRA OF THE SE IS HOW LONG BEFORE THE TRANSPORT OCCURS

PLAYER IS STUCK ON THE TRANSPORTING SECTOR IF HE STEPS ON IT. MUSIC WILL CHANGE, WEATHER WILL STOP, THE SCREEN WILL ROTATE.

ANY MONSOULS WILL BE TELEPORTED TO THE PLAYER AND DROP GOLD. ANY 3846 CANDLE SPRITES WILL START TO MOVE UP.

SECTOR OF DEATH = SE 666

THE PLAYER OR ANY OTHER CREATURE WHO IS BELOW THE SE IN THE SECTOR WILL BE KILLED.

Candles and Torches (various tile numbers)

When using the Polymer renderer, they cast a flickering point light of the same color as the sprite.

LIGHTBUG 75

Glowing bugs that float around. When using the Polymer renderer, they cast a point light of the same color as the sprite.

FOGSPAWNER 179

Periodically spawns fog-like clouds that drift in the direction the sprite is facing. They disappear after a few seconds.

ICEWALL1 197

ICEWALL2 198

These are breakable sprites that can be placed as walls. They drip and form cracks as they take damage, until they eventually shatter (or melt, if hit by fire).

SPIKE1 206

SPIKE2 207

FULLSPIKE 208

If the sprites are flipped and placed above the ground (like stalagtites), they will randomly fall if in view of the player. They are more likely to fall if in close proximity to the player, and they will cause damage if they hit him. They can be destroyed with weapon fire.

PLANK1 256

PLANK2 257

PLANK3 258

PLANK4 259

These are planks of wood that can be used as obstacles. They can be destroyed by weapons or burned.

VINEWALL1 300

VINEWALL2 301

VINEWALL3 302

STATICWEB1 306

STATICWEB2 307

STATICWEB3 310

STATICWEB4 311

STATICWEB5 313

Destructible sprites that can be placed as barriers, similar to the ice walls (with appropriate destruction effects).

SMALLGOLD 326

MEDIUMGOLD 331

BIGGOLD 336

Piles of gold, containing 5, 10 and 15 pieces respectively. They are automatically dropped by monsters but can be placed in maps directly.

Mushrooms

SHRINKSHROOM 3430 -- player will stay shrunk until he gets the growshroom

GROWSHROOM 3431

CHECK POINTS

To add a check point to your level, place a red C sprite (tile #2942) and give it a lotag of 1. Set Hitag to the save slot that will be used (0-9) when the player enters the check point sector. If you want it to play a sound, set Extra to the number of the sound. It will only work the first time the player enters the sector.

FLIES 5611

They buzz around. Automatically spawned by dead bodies.

Weather effects

WATERDRIP 660 (used to create rain, just like in Duke Plus)

give a sector a hitag of 101 and the DP weather will not fall in that sector

RAINMAKER 3335 spawns rain in a radius of the same pal

SNOWMAKER 3337 same but for snow

FALLINGLEAF 1234 randomly spawns leaves that fall to the ground

WAYPOINT 2951

Place a trail of these sprites to define a path that will be used at the end of the level as a “victory lap”. The first waypoint in the trail must have a lotag of 1, the next a lotag of 2, etc. In addition to having the highest lotag, the last waypoint in the path must have a pal of 4. The waypoints must make a loop, so that there is a straight unobstructed path between each waypoint and the next in the sequence, including between the pal 4 waypoint and the lotag 1 waypoint.

MUSICSWITCH 2952

Causes music to switch to the specified track when the MUSICSWITCH is activated.

Set lotag to the activation number (it will be activated by an ACTIVATOR having that number, as triggered by a TOUCHPLATE or other means).

Set hitag to the number of the track that will be switched to upon activation.

Noise Sprite
Place a sprite of tile #2954 (the red "O") and give it a lotag of 1. Set the hitag to the number of the sound you want it to play when it is triggered by the player entering its sector. If you want there to be a delay before the sound is played, set EXTRA of the sprite to the number of ticks you want the sound to be delayed. You can place multiple noise sprites in the same sector with different delays. If you set XVEL to 1, the sound will be global rather than located at the sprite.

TEXTURIZER 2959

Changes one texture/tile to another everywhere in the map.

YVEL = activation number (it will be activated by an ACTIVATOR having that number, as triggered by a TOUCHPLATE or other means).

LOTAG = the texture to be changed

HITAG = the new texture it will be changed to

EXTRA: 1 = changes sprites only, 2 = changes textures only, 3 = changes both sprites and textures

WEAPONS 2962

Give it a lotag of 1, and it takes away all of the player’s weapons and items (except the chainsaw) and exchanges them for stashed gold when he enters the map. Once this happens the sprite is deleted, which means it will not happen a second time if the player leaves the map and then reenters it.

Geysers

it periodically erupts with steam the pal of the geyser sprite

BIGGEYSER 3433

MEDIUMGEYSER 3434

PLATUPSPAWNER 3345

Periodically spawns platforms the player can ride upwards

WATERFALL 3362

place at base of waterfall to make splash, mist

width of sprite determines width of effect

pal of sprite determines pal of splash, mist

LAVASPAWNER 3435

Causes lava rocks to shoot upward every few seconds.

STALAGMITE1 3633

STALAGMITE2 3837

STALAGMITE3 3838

ROCK1 4078

ROCK2 4079

ROCK3 4080

Destructible rock sprites.

SOULDOOR 5024 // THE ACCURSED

lotag is the number of souls it takes to open it (max 10)

yvel is activation number (when door is opened)

It spawns a HERO when opened.

THE ACCURSED ARE FALLEN HEROES

WHO WERE FUSED INTO WALLS.

GATHER DEMON SOULS AND BRING

THEM TO THE ACCURSED TO DESTROY

THE CURSE AND REMOVE THE WALL.

MONSOUL 5030

Monster souls follow player and open soul doors

Breakable glass sprites

STAINEDGLASS1 4834

STAINEDGLASS2 4835

STAINEDGLASS3 4836

STAINEDGLASS4 4837

STAINEDGLASS5 4838

STAINEDGLASS6 4839

STAINEDGLASS7 4840

STAINEDGLASS8 4841

STAINEDGLASS9 4842

STAINEDGLASS10 4843

STAINEDGLASS11 4844

STAINEDGLASS12 4845

STAINEDGLASS13 4846

STAINEDGLASS14 4847

STAINEDGLASS15 4848

STAINEDGLASS16 4849

STAINEDGLASS17 4850

STAINEDGLASS18 4851

TREASURE CHEST 337

Hightag = Amount of gold needed

Yvel = Activation
zvel = group number (see Groups for monsters)

Lotag = Drop

Xvel = the MAX amount of gold spawned

Pal 20 chests use the player's stashed gold instead of his carried gold

MAGICALLY SEALED TREASURE CHESTS

CAN ONLY BE OPENED BY AN OFFERING

OF GOLD IN THE AMOUNT DISPLAYED

ABOVE THE CHEST.

WEAPONS AND AMMO

FIRSTGUNSPRITE 21 // standard shotgun

PRIMARY: BUCKSHOT

SECONDARY: HOLD FOR IRON SIGHTS

FIRES HIGH ACCURACY RIFLED SLUGS

WHEN IRON SIGHTS ARE IN USE

CHAINGUNSPRITE 22 // gatling cannon

PRIMARY: RAPID FIRE BULLETS

RATE OF FIRE AND SPREAD INCREASES

AFTER ABOUT 2 SECONDS

SECONDARY: GRENADE LAUNCHER

RPGSPRITE 23 // rocket launcher

PRIMARY: SINGLE DUMB ROCKET

SECONDARY: HOLD TO LOAD UP TO

5 ROCKETS WHICH WILL LOCK ON

TO ANY VISIBLE ENEMIES.

PLASMASPRITE 24 // plasma gun

PRIMARY: TRIPLE PLASMA BOLTS

SECONDARY: E-SHIELD REFLECTS

INCOMING PROJECTILES AND DAMAGES

NEARBY ENEMIES AND OBSTACLES

BFGSPRITE 25 // BFG

PRIMARY: FIRES A BALL OF ENERGY

KILLING ENEMIES IN A LARGE RADIUS

SECONDARY: FIRES A CONTINUOUS

BEAM OF DEATH

HEAVYHBOMB 26 // single cluster pipe bomb

PRIMARY: SHORT THROW

SECONDARY: LONG THROW

USE DETONATOR AFTER THROWING TO

RELEASE CLUSTER OF BOMBLETS

TRIPBOMBSPRITE 27 // watcher sentry

WHEN ATTACHED TO A WALL, IT EMITS

A LASER TRIP BEAM. IF THE BEAM

IS CROSSED, ANY ENEMIES WITHIN

SIGHT WILL BE STRUCK BY LIGHTNING.

SHOTGUNSPRITE 28 // double barreled shotgun

DOUBLE BARRELED SHOTGUN

PRIMARY: FIRES SINGLE BARREL

SECONDARY: FIRES BOTH BARRELS

FLAMETHROWERSPRITE 29 // flamethrower

PRIMARY: SHOOTS BIG BALL OF FIRE

SECONDARY: SHOOTS STREAM OF FIRE

FIRE BURNS ENEMIES, TREES AND

OTHER FLAMMMABLE OBJECTS

SMGSPRITE 32 // butcher SMG

PRIMARY: RAPID FIRE BULLETS

SECONDARY: FEAR ROUNDS THAT

CAUSE IMPACTED ENEMIES TO FLEE.

LESS EFFECTIVE AGAINST THE STRONG

CHAINSAWSPRITE 35 // chainsaw

PLASMAAMMO 37 // plasma ammo

AMMO 40 // standard shotgun ammo

BATTERYAMMO 41 // gatling ammo

FLAMEAMMO 42 // flamethrower ammo

GRENADEAMMO 43 // grenades for gatling

RPGAMMO 44 // rockets

SMGAMMO 45 // butcher smg ammo

BFGAMMO 46 // BFG ammo

HBOMBAMMO 47 // box of cluster pipe bombs

SHOTGUNAMMO 49 // db shotgun ammo

INVENTORY & OTHER ITEMS

APPLE 50 // life apple

LIFE APPLES PERMANENTLY INCREASE

MAXIMUM LIFE BY 1 POINT AND

ADD 1 POINT TO REGENERATION.

THERE ARE 10 APPLES IN EACH LEVEL.

LIFE SEED 53

USING A LIFE SEED CAUSES IT TO SPROUT

A HEALING PLANT THAT RESTORES 15 LIFE.

YOU CAN STORE UP TO 10 SEEDS.

HELMET 54

THE HELMET ABSORBS A PERCENTAGE OF

DAMAGE TAKEN AND MAGICALLY PREVENTS

BLEEDING FROM WOUNDS.

USED HELMETS ARE DROPPED BY SKELKNIGHTS

AND DETHNITES

POWERPOD 55 // AKA BATTERY

Power Pods are like batteries that can be used to activate something in a map. The pickup item for pods replaces steroids (tile 55).

INSERT POWER PODS INTO SOCKETS

TO POWER MAGICAL AND TECH DEVICES.

MOST DEVICES REQUIRE MORE THAN ONE.
POWPODPLACED 105
Unlike the pickup item (tile 55), the POWPODPLACED (tile 105) sprite determines where a Power Pod must be placed in the map. Make the sprite exactly how you want it to look in the map after a pod has been placed there. It can be wall aligned or not, but keep in mind it will be resized to 40 40 on map load. Give the POWPODPLACED a lotag or yvel (it doesn't matter which) for its activation number. Finally, give it a hitag. If you want to have a group of these that must be placed in order to activate something, then give all the sprites in the group the same hitag (give them all the same lotag as well). If two POWPODPLACED have the same hitag, then they are considered part of the same group, even if they are in different maps. So if you use hitags 1 and 2 in level 1, then use hitags 3 and 4 etc in the next map; do not reuse hitags. There is no upper limit to the number of POWPODPLACED that can be in a group.

JUMP BOOTS 57

ACTIVATE THE JUMP BOOTS, THEN HOLD

JUMP TO CHARGE, AND RELEASE FOR

A HIGH JUMP. DOUBLE TAP FORWARD IN

THE AIR TO PERFORM A ROCKET BOOST.

THE BOOTS ALSO PREVENT FALL DAMAGE.

ENVIRO ARMOR 61

ENVIRO ARMOR PROTECTS AGAINST FIRE,

COLD, POISON AND OTHER HAZARDS.

TIME RUNE 58

PICKING UP THIS RUNE CAUSES TIME TO SLOW DOWN AROUND

THE PLAYER, WHILE ALLOWING HIM TO OPERATE AT NORMAL

SPEED (SORT OF). THE EFFECT LASTS FOR ONE MINUTE.

Spirit Vision 59

GOGGLES ENABLE THE WEARER

TO INTERACT WITH THE SPIRIT REALM.

DAMAGE TO POSSESSED ENEMIES IS DOUBLED

GHOSTS CAN BE DESTROYED BY WEAPONS

AND SPIRIT OBJECTS BECOME VISIBLE.

MINOTAUR DOLL 1348

USE THE MINOTAUR DOLL TO SUMMON

A MINOTAUR WHO WILL ATTACK NEARBY

ENEMIES UNTIL ITS ENERGY IS DEPLETED.

YOU CAN UN-SUMMON IT AT ANY TIME.

DOOMHEALTH 100

Adds 50 to life. DOOMHEALTH can increase life beyond 200, but if life goes above 200 the player loses one point per second.

SMALLPOTION 1730

Adds 1 to life, up to 200.

MEDIUMPOTION 1733

Adds 5 to life, up to 200.

KRYSTAL 4174 // JEWEL OF KNOWLEDGE

ACTIVATE THE JEWEL OF KNOWLEDGE

TO DISPLAY THE AMOUNT OF DAMAGE

INFLICTED UPON ENEMIES.

Quad damage Rune 5120

starts use when picked up, turns world B&W except for blood, lasts about 30 sec

AMMOPACK 5155

AMMO PACKS PERMANENTLY INCREASE

MAXIMUM AMMO BY ABOUT 10% EACH.

THERE ARE 2 AMMO PACKS PER LEVEL.

PLAYER ABILITIES

POW effects:

10+ enemy projectiles are slowed by 1/2

20+ vampirism

30+ bullets do explosive damage, other weapons cause burning

40+ nearby monsters are struck by lightning

50+ lots of short-lived minotaurs spawn

POW lasts 30+ seconds

DIFFICULTY LEVELS

PIECE OF CAKE: MONSTERS DO ONLY 50% OF NORMAL DAMAGE.

LET'S ROCK: MONSTERS DO 75% OF NORMAL DAMAGE.

COME GET SOME: MONSTERS DO 100% OF NORMAL DAMAGE.

IT'S A GOOD DAY TO DIE: MONSTERS DO 125% DAMAGE, SOME MONSTERS ARE REPLACED WITH MORE POWERFUL NEOS, AND MANY POSSESS AURAS. THERE ARE AURAS FOR FIRE, COLD, POISON, CURSE, ETC.

MONSTERS AND OTHER CREATURES

All Monsters

xvel = tile to drop on death

yvel = tag to activate on death

pal 17 = statue (set lotag of monster to the activator tag that wakes it)

zvel = group number (see below)

Groups: If a monster is part of a group, then it will not activate its yvel tag when it dies, unless all of the other monsters of the same group are already dead. These means you can create a situation where the player has to kill an entire group of monsters in order to activate something. The tag that gets activated is the one belonging to the last monster that dies (normally you would give the same yvel to every monster in the group, but this isn't strictly necessary). Group number are global. That means that there can only be one group of that number in the entire episode. If you use zvel 1 on a group of monsters in level 1, then you must not use group 1 in level 2, etc.

Egg Sack 308

spawns spiders (small ones that cannot shoot webs)

Egg 675
spawns a Rage Head

Phase Demon 1680

Floats, goes in and out of phase, fires nonexplosive projectile

Pal 21 double hit points (otherwise normal)

Pal 24 smaller, faster and dies easier, shoots demon spit instead of dark plasma

Piggy 1912

A harmless pig that wanders around.

Baren Zombie (pigcop) 2000

fires multiple shotgun pellets

pal 10 bigger, tougher, DB shotgun

pal 14 smaller, weaker
pal 23 shoots a single powerful projectile

Axe Demon 2120

weak, moves fast, has a melee attack, can jump

pal 7 stronger, fast charging attack

Wizard 3473

floats, can teleport and regenerate, make spinning force field

pal 0 shoots plasma, can encase player in force fields

pal 10 fire attacks

pal 24 lightning attacks, does not regenerate

pal 25 boss strength, cold attacks, wakes pal 17 golems and wraiths if they have the same lotag as him

Spider 4264

can walk on ceiling, use web lines to drop

fires shoots sticky webs and bites

Bat 4096

Extra 0 = flies straight ahead, disappears when it runs into something

Extra 1 = circles clockwise

EXtra 2 = circles counterclockwise

Extra 3 = figure 8 clockwise

Extra 4 = figure 8 ccw

hitag = rate of turn (leave at zero for a rate of 12 degrees per tic, which is pretty good)

HORNET 4300

A large hornet. It becomes aggressive when the player gets close.

Cyberdemon 4959

CYBERDEMONSTAYPUT 4960

needs no introduction

pal 7 fires BFG beam lite

pal 10 fires rockets

pal 13 fires explosive shotgun

pal 0,16 fires plasma

Dethnite 5252

define DETHNITESTAYPUT 5253

define DETHNITEBONES 5326

A skelknight leader. Sword attack emits force blasts that push player back. His shield can block incoming attacks.

Also has auras:

pal 0 = speed aura

pal 1 = freezing aura

pal 2 = might aura

pal 3 = no aura (also true of all pals not listed)

pal 4 = invisibility aura

pal 8 = poison aura

pal 20 = boss (very tough, randomly switches aura, his shield is more effective, can spawn rage heads and skelknights)

Bad Fish 5232

pal 2 faster, goes after player and bites more

AXON 5476 // an NPC

He explains the quest, and gives helpful items.

HERO 5528 // an NPC

These are automatically spawned by SOULDOOR. They can also be placed in maps separately. Heroes will attack nearby monsters and attempt to follow the player. If they are spawned by SOULDOOR, they will teleport out of the map after a while. When a level is completed, heroes that survived or teleported out of the map are counted and added to a tally. The next time the player returns to level 0 (the HUB map), any pal 4 heroes in the map will become normal heroes (up to the total number saved).

Serpent Demon 5632

spits and has bite attack, pretty fast

pal 7 tougher, fires several projectiles at once in different directions

Dragon 5702

flies, breaths fire, swoop attacks

pal 1 breaths frost instead of fire

pal 2 much tougher, more fire, can pick up the player and drop him

pal 7 smaller and weaker, shoots smaller and faster fireballs (the wraith projectile)

Ettin 5776

tough, melee attack and "grenade" attack

gets mad and more dangerous when badly wounded

Skelknight 5888

slow, weak warriors, bodies will resurrect

pal 19 faster and twice as tough as pal 0

pal 20 even faster and three times as tough as pal 0

WRAITH 5980

WRAITHSTAYPUT 5981
pal 20 = icey version , shoots tracking ice balls

pal 24 = Boss (very tough, spawns normal wraiths that stay at his sides, can attack with lightning and energy balls that spawn spiders or axe demons)

Golem 6039

define GOLEMSTAYPUT 6040

tough, powerful melee attack that knocks player back

pal 0 ice golem, shoots cold blast
pal 10 fire golem, rises from lava and shoots lava balls

pal 14 slime golem, grabs and poisons player, breaks into smaller slime golems when shot (up to 7 total)

pal 17 golem statue, lotag is activation number

GHOST 6080

possesses other monsters and makes them tougher, can only be killed when spirit vision is on

CYBERFLOAT 6450

CYBERFLOATPUT 6451

A floating, legless Cyberdemon. It has 1500 strength, as compared to 4000 for the regular Cyberdemon. Its rockets also do less damage. However, it can fly and is still formidable.

EVILDUKE 6656

EVILDUKESTAYPUT 6657

An evil clone of Duke Nukem with a chaingun and grenades.