========================================================================
                 SHADOW WARRIOR MAP EDITING FAQ v1.2
                       AUTHORED BY JONAH BISHOP
            THIS FILE IS COPYRIGHT (c) 1997 BY JONAH BISHOP
              SEE SECTION 0.10 FOR LICENSING INFORMATION
                 THE OFFICIAL MAP EDITING FAQ HOMEPAGE
                     http://buildfaq.3dportal.com
========================================================================

***NOTE: SEE SECTION 0.6 BEFORE PRINTING THIS OUT!***

TABLE OF CONTENTS:

=================
0: ABOUT THIS FAQ
=================
        0.1 Who made ALL This?
          0.1.1 How do I contact the author?
*       0.2 What you should have gotten
*       0.3 Revision History
*         0.3.1 Future Additions to this FAQ
        0.4 Thank-you's and Credits
*       0.5 Where to get this FAQ
        0.6 Printing Information
*       0.7 I can't/don't want to print this FAQ, so what do I do?
*       0.8 The Official Map Editing FAQ Homepage
        0.9 I have found an error in the FAQ.  What do I do?
*       0.10 Licensing Information

=========================
1: INFORMATION ABOUT MAPS
=========================
        1.1 What are maps?
        1.2 What do I use to make my own map files?
          1.2.1 Can I make maps for other games with BUILD?
        1.3 What is so good about this version of BUILD?

=========================================
2: THINGS YOU SHOULD KNOW BEFORE STARTING
=========================================
        2.1 Introduction
        2.2 2D and 3D Modes
        2.3 Placing Sprites
        2.4 The Special Sprite - ST1
        2.5 The Tagging System
          2.5.1 The 15 Standard Tags
          2.5.2 The 11 BOOLEAN Flags
          2.5.3 TAG1 (The Hitag)
          2.5.4 TAG2 (The Lotag)

=================
3: BASIC TRAINING
=================
        3.1 Now that I have the editor, how do I use it?
        3.2 Making your first level
          3.2.1 Making a one-sector level
          3.2.2 Adding another sector to the level
          3.2.3 Adding textures to the walls/floors/ceilings
            3.2.3.1 Panning the texture
            3.2.3.2 Moving the texture
          3.2.4 Adding sprites to the level
            3.2.4.1 Pasting sprites to the floor, ceiling, or wall
          3.2.5 Raising and Lowering the floor/ceiling
        3.3 The Art of Shading
          3.3.1 Using shading in your level
          3.3.2 Basic shading techniques
        3.4 Level Checklist

=========================
4: MAKING ALL THE EFFECTS
=========================
      ------------
      INTRODUCTION
      ------------
        4.1 Introduction
      -----
      DOORS
      -----
        4.2 Regular, DOOM-Type Doors
        4.3 Swinging Doors
        4.4 Sliding Doors
        4.5 Locked Doors

      --------------
      WATER AND LAVA
      --------------
        4.6 Sinkable Water
        4.7 Diving Water
        4.8 Multi-Sector Diving Water
        4.9 Water Currents
        4.10 The Drip Generator
        4.11 Making Waves
*       4.12 Making Lava Eruptions

      ---------------
      TEXTURE EFFECTS
      ---------------
        4.13 Parallaxing Skies
        4.14 Making Textures Move

      ---------------
      STACKED SECTORS
      ---------------
        4.15 Stacked Sectors
        4.16 Transparent Water

      --------------
      SPRITE EFFECTS
      --------------
        4.17 Ladders
*       4.18 Shooters

      -------------
      TELEPORTATION
      -------------
        4.19 Teleporters

      --------------
      MIRROR EFFECTS
      --------------
*       4.20 Making a Mirror

      ----------------------------------------
      ENDING THE LEVEL AND MAKING SECRET AREAS
      ----------------------------------------
*       4.21 The End Button
*       4.22 Ending Sectors
*       4.23 Making a Secret Area

      -------------------------------------
      SECTOR OBJECTS (TANKS, TURRETS, ETC.)
      -------------------------------------
*       4.24 Turrets
*       4.25 Automatic Turrets
*       4.26 Boats
*       4.27 Tanks

======================
5: GENERAL INFORMATION
======================
        5.1 ST1 Tag List
        5.2 Sector Tag List
        5.3 Wall Tag List
*       5.4 Level Credit List
*       5.5 Palette List

===============================
6: UTILITIES FOR SHADOW WARRIOR
===============================
        6.1 Editart
          6.1.1 Editing Your Own Tiles
          6.1.2 Problems With Editart
        6.2 GRP Utilities
          6.2.1 Kextract
          6.2.2 Kgroup
        6.3 RTSMaker

===============
7: FINISHING UP
===============
        7.1 Map Authoring Template
*       7.2 Uploading your level

=================
0: ABOUT THIS FAQ
=================

0.1 Who made ALL this?
        My name is Jonah Bishop and I am the maintainer of both this
        FAQ and the Duke Nukem 3D Map Editing FAQ.  I personally hope
        that this FAQ will help you to the fullest extent that it can,
        and I hope you have TONS of fun in making Shadow Warrior Levels.

  0.1.1 How do I contact the author?
          I am a student, and do not wish to be contacted via e-mail,
          so I am not directly available for questions.  But you can
          leave me a message on the Shadow Warrior Editing Forum.  Drop
          by the Map Editing FAQ Homepage, and click on the "EDITING FORUMS"
          button in the left frame.  From there, click on the "Shadow Warrior
          Editing Forum" Link, and you're all set!

0.2 What you should have gotten 
      In addition to this file (MPFQSW12.TXT), the following files should have
      been included in the MPFQSW12.ZIP file:

      # LICENSE.TXT
        MAPS.ZIP
      # README.TXT
      # TEMPLATE.TXT

      In addition, the maps.zip file contains all of the tutorial maps used
      with the how-tos in this FAQ.  The MAPS.ZIP file should have contained
      the following:

      # AUTOTURT.MAP
      # BOAT.MAP
        CPLXWATR.MAP
        DRIP.MAP
        LADDER.MAP
      # LAVABALL.MAP
        LOCKDOOR.MAP
      # MIRROR.MAP
        PARALLAX.MAP
        REGDOOR.MAP
      # SHOOTERS.MAP
        SINKWATR.MAP
        SLIDOOR.MAP
        STACKED.MAP
        SWNGDOOR.MAP
      # TANKS.MAP
        TELEPORT.MAP
        TEXPAN.MAP
        TRANWATR.MAP
      # TURRET.MAP
        WATER.MAP
        WAVES.MAP
        WCURRENT.MAP

      # All file names above with this symbol next to them, indicate that
        they have either been added or updated since the last release of
        this FAQ.

0.3 Revision history
      Version 1.0 - The FAQ is created.  Everything is brand new.
      Version 1.1 - 8 new how-tos added, one how-to renamed for convenience.
                    A few spelling errors corrected.
      Version 1.2 - Added 7 new maps and 10 new how-tos.  The palette list in
                    section 5 was added, and the list of level names was
                    updated with the filenames of the levels in the .GRP file.
                    Did some revisions to the TAG listings in the how-tos, by
                    changing the dash (-) in some places to an equals sign
                    (=), to avoid confusion with negative values.  Other minor
                    revisions in the TAG listings as well.

  0.3.1 Future Additions To This FAQ
          Remote Control Vehicles
          Lighting Effects
          Making the Gong Activate Effects
          AND TONS MORE!

0.4 Thank-you's and Credits                    
      I would like to thank the following people for helping me with 
      this version of the FAQ (in no particular order):

      3D-REALMS     - For the *wonderful* game and the *awesome* BUILD
                      program.
      Brad Wernicke - For the countless things he does.
      #swarrior     - Just go there.  You'll see why I put them here.  :)

0.5 Where to get this FAQ
      Well, you already have it, but in case you lose it, or would 
      like another version, here are some of the most reliable places
      to get it:

      http://buildfaq.3dportal.com
      http://www.wangsdojo.com

0.6 Printing Information
      If you want to print this FAQ for further reference when BUILDing
      your levels, set your page margins to the following values before
      printing:

       Margins (in inches)
       Top    : 1.0
       Bottom : 1.0
       Right  : 1.0
       Left   : 1.0

      Setting these properties will ensure that the FAQ prints correctly.
      You can change these settings under PAGE SETUP in most text-editors.
      Please follow these instructions to make sure that this FAQ prints
      properly.  I am sorry about any inconvenience, but I am forced to
      do this, as I am making this FAQ in Windows 95 and margins are
      required to make it look correct.

0.7 I can't/don't want to print this FAQ, so what do I do?
     If you do not want to print this FAQ, or are unable to, you can
     look at an online HTML version of the FAQ at:

     http://buildfaq.3dportal.com/swmapfaq/tableofcont.htm

     This version of the Map Editing FAQ was made especially for The
     Official Map Editing FAQ site, and is quite unlike this version.
     So take a look at it!

0.8 The Official Map Editing FAQ Homepage
     The Map Editing FAQ has an official web site, and I encourage you to
     stop by and check it out!  THIS WEB SITE IS NOT *JUST* ABOUT THE MAP
     EDITING FAQ AND BUILD!  There are some very cool downloads you can
     check out, some neat links, lots of info. on all kinds of things, and
     more!  Stop by and let me know what you think!

     http://buildfaq.3dportal.com

0.9 I have found an error in the FAQ.  What do I do?
     If you've found an error in the FAQ, leave me a message on the Shadow
     Warrior Editing Forum.  See section 0.1.1 for more information as to how
     to get there.

0.10 Licensing Information
     I have added a file to this package under the name "license.txt", which
     outlines the rights that you the user have with this FAQ.  A group of
     certain persons, who will remain anonymous, took the FAQ, changed some
     of the information, and redistributed it.  I am providing this license
     so that the chances of this ever happening again are lowered.  I hope you
     will conform to these requirements, as I want this FAQ to be used to the
     fullest extent possible.

=========================
1: INFORMATION ABOUT MAPS
=========================
1.1 What are Maps?
      Maps are basically levels in the game.  All the sprite
      information, wall information, tags, and everything else in a
      level is kept here (with the exception of a few things).  With the
      BUILD program, you can make your own maps to distribute as you
      like.

1.2 What do I use to make my own map files?
      To make your own map files, you must use the program BUILD, which
      comes on the Shadow Warrior CD.

  1.2.1 Can I make maps for other games with BUILD?
          The BUILD provided with Shadow Warrior can ONLY make maps for
          Shadow Warrior.  Any other BUILD based computer game will not
          work with this BUILD, as the program has changed to allow for
          different tags, formats, etc.

1.3 What is so good about this version of BUILD?
      This version of BUILD is *much* better than the one that came with
      Duke Nukem, as well as any other game, as the game's engine has
      changed.  This new BUILD engine used for Shadow Warrior allows for
      the following effects:

      - True level over level
      - Drive tanks, forklifts, etc. around the level
      - True 3D Sprites
      - Reflective Floors
      - Use gun turrets to fire at your enemy
      - Climb Ladders
      - Transparent water
      - Control radio controlled cars
      - Colored Lighting
      - AND TONS MORE!


=========================================
2: THINGS YOU SHOULD KNOW BEFORE STARTING
=========================================
2.1 Introduction
      Well, this is it.  You're beginning your trek into the world of Shadow
      Warrior BUILD, and you're confident in your training from the world of
      Duke Nukem 3D.  Well, here's the bad news: You have to *FORGET*
      everything that you learned in Duke Nukem 3D BUILD.  Shadow Warrior is
      completely different, and it uses a very complex tagging system.  Don't
      feel like you will not be able to do this: It will get *much* easier as
      you practice making the certain effects.  Read this section before going
      anywhere else in the FAQ...it will answer some of the basic questions
      you may have.

2.2 2D and 3D Modes
      There are two modes in Shadow Warrior BUILD, and they are exactly like
      the two modes used in Duke Nukem 3D BUILD: 2D and 3D modes.  2D is the
      graph layout of your level, and it is where you add sprites, draw walls,
      and tag the different sprites used in the game.  3D mode is where you
      will choose textures for your level, set heights of objects, and more.

      To switch between the modes press the [ENTER] key on your numeric
      keypad.

2.3 Placing Sprites
      Placing sprites is an extremely easy thing to do.  All you must do to
      add a sprite is press the [S] key in 2D mode, and at the place you wish
      to place the sprite.  You can also press [S] in 3D mode, but the
      alignment is much easier in 2D mode...especially with the grid.

2.4 The Special Sprite - ST1
      Unlike DN3D, SW only has one sector effector sprite.  This sprite is
      known as the ST1, and it can perform *TONS* of functions...in fact
      it performs almost *all* of the functions in the game.  The tagging
      system used for this sprite is quite complex, so bear with me as I
      explain your new friend's language.

2.5 The Tagging System
      The tagging system used in SW is very complex, and it will involve a
      great deal of patience and practice on your part to perfect.  There
      are many different tags used in the game, the descriptions of which
      are listed below.

  2.5.1 The 15 Standard Tags
          Every sprite in SW comes equipped with 15 tags that enable you to
          change all kinds of things with the sprite.  A tag is merely a
          variable that contains information regarding the sprite. To enter a
          value for a tag, point to the sprite, then press the QUOTE key plus
          the number of the tag. To access TAG11 through TAG15, press
          SHIFT+QUOTE+the number of the tag. Note that TAG1 and TAG2 are the
          hitag and lotag, respectively, and so can also be altered with the
          Alt-H and the Alt-T keys. The following is a list of the 15 tags,
          their function, and the range of values they can hold.  We will go
          into more depth about each when we come across them in the how-tos.
          A few of the more important tags are described below this section.

        TAG1  = hitag (-32768 to 32767)
        TAG2  = lotag (-32768 to 32767)
        TAG3  = clipdist (-128 to 127) - default value is 32
        TAG4  = ang (-32768 to 32767)
        TAG5  = xvel (-32768 to 32767)
        TAG6  = yvel (-32768 to 32767)    
        TAG7  = zvel 1 (-128 to 127)
        TAG8  = zvel 2 (-128 to 127)   
        TAG9  = owner 1 (-128 to 127)  - default is unsigned 255 or signed -1
        TAG10 = owner 2 (-128 to 127) - default is unsigned 255 or signed -1
        TAG11 = shade (-128 to 127)
        TAG12 = pal (-128 to 127)
        TAG13 = xoffset and yoffset (-32768 to 32767) 
        TAG14 = xrepeat and yrepeat (-32768 to 32767)
        TAG15 = z (-32768 to 32767)

  2.5.2 The 11 BOOLEAN Flags
          A boolean flag can hold only two possible values: 0 or 1. Every
          sprite in Shadow Warrior makes use of 11 boolean flags. To enter a
          value for a boolean flag, press the SEMICOLON key plus the number of
          the tag. To enter a value for BOOL11, press SHIFT, plus SEMICOLON,
          plus the "1" key.  Again, we will cover these points when we come
          to them in the how-tos.  A few of the BOOLEAN tags are described
          below, due to their importance in use.

  2.5.3 TAG1 (The Hitag)
          The hitag used on a ST1 sprite tells the ST1 sprite what function
          to follow.  A list of all of the ST1 hitags can be found in section
          5 of this FAQ.

  2.5.4 TAG2 (The Lotag)
          The lotag used on a ST1 sprite, is a completely random number chosen
          by you, the level designer.  This lotag links the current ST1 to
          either another ST1 or some other sprite or sector, so that certain
          effects can take place.  These are sometimes called "match tags".
          These are best described as matching the ST1's function to a
          trigger, such as a switch or a trigger sector.

  2.5.5 TAG4 (The Angle)
          TAG4, as you can see from the list above, is a sprite's angle. By
          changing the TAG4 value of a sprite, you also change the angle it's
          facing. Be very cautious of this, because a great many ST1 functions
          rely on having an exact value in TAG4. If you use the ">" or "<"
          keys on that sprite, the value will shift by 128, which is probably
          a large enough change that the ST1 will no longer behave as you'd
          expect it to. In the case of ST1 134 (SOUND_SPOT), the game will
          probably quit to DOS with an error. Another pitfall to beware is
          rotating Right-Alt selected groups of sectors. Since all of the
          sprites within the selected group are rotated with the sectors when
          you do this, their TAG4 values will often become grossly incorrect.

  2.5.6 BOOL1
          If the BOOL1 flag is set to 1 on any sprite, BUILD will cause that
          individual sprite to behave as though it were an ST1 sprite. This
          is generally only used to create breakable sprites.

  2.5.7 BOOL11
          BOOL11 is a flag used by all sprites in the game, not just ST1s.
          If the BOOL11 flag on any sprite is set to 1, then that sprite will
          remain stationary rather than ride up and down on a vator.

=================
3: BASIC TRAINING
=================
3.1 Now that I have the editor, how do I use it?
      BUILD is a very powerful tool, but it is also quite complex.  As you
      learn and get used to the commands, you will find that things become
      quite easy to understand, and in no time you will be BUILDing your
      own very cool levels!

      To start BUILD, you first must make sure that you have either of the
      following choices:
      1.  You have a copy of BUILD in your main SW directory, you have
          extracted all of the art files from the .GRP, and you have all
          other necessary tools in the same directory as your game.
      2.  You have created a separate directory with a copy of the *ENTIRE*
          game in it.  This will be your "Working" directory, so that, in
          the case of a mess-up, you do not corrupt your original game.

      The second option is *strongly* recommended, especially if you have
      the necessary disk space to place an extra copy of Shadow Warrior for
      working purposes.

      Type BUILD at the DOS prompt to enter the program!

3.2 Making your first level
      Before you begin making your level, you need to know a couple
      of obvious things.  One is that your first level is going to
      be horrible.  It is better to build up your experience before
      you post your level, so it is advised to wait until you make a
      level you feel should be posted.  Another point is that you will
      not start out as a good builder.  Unless you have a SERIOUS level
      making background with other games similar to this, you will not
      make a good level for a few months.  The building process takes
      time, but it is worth it to be patient.  Do not feel like this is
      going to be too hard.  BUILDing levels is EXTREMELY fun, and you
      can do some pretty neat stuff in the process.

  3.2.1 Making a one-sector level
          To start our first level, start the program by typing BUILD at
          the DOS command prompt.  You will be placed into 2D mode once you
          enter.  If it looks as if you are in the game, press the
          [ENTER] key on the KEYPAD.  This is how you change editing
          modes.  In 2D mode, you should see an arrow.  This is your
          current position in the level, and it shows which direction
          you are currently pointing in.  Press the [G] key to resize
          the grid.  Press it a few times until you get to the largest
          grid size.  We will now make a sector.  Point the mouse at a
          vertex and press the [SPACEBAR].  This has started the editing
          process, placing a vertex at the grid location you pointed to.
          Move the mouse.  You will see a line following the mouse
          cursor.  This is a wall.  Press the space bar on another grid
          location, and continue to do so until you have 3 sides.  To
          close the object and stop drawing walls, move the cursor over
          the very first vertex you drew, and press [SPACEBAR].  The
          sector will be closed and you will have finished drawing.
          A cube or rectangle shape is ideal for starting out.  Just
          follow the grid.  You now can press the [ENTER] key on the
          numeric keypad to enter 3D mode.  Your level is now started!
          The walls should look pretty boring right now, but we will
          change this quite soon.

  3.2.2 Adding another sector to the level
          Go back into 2D mode and draw another sector, inside the one
          you just drew.  If you enter the level now, there will be a
          solid wall blocking your way.  We need to make this sector
          valid player space, so that we can walk into it.  In 2D mode
          press [ALT]+[S] (read as: the alt key and the s key) on the
          sector (move the mouse over the inside sector and press the
          above keys).  The sector should turn red.  Go back into 3D
          mode and you will see that the sector that was blocking you
          has disappeared.  It is still there, but you are now able
          to walk through it.  In just a moment we will raise the
          ceiling height of this sector to make it a light.

  3.2.3 Adding textures to the walls/floors/ceilings
          In 3D mode, press [V] on one of the walls, floors, or
          ceilings.  The screen will show the tile that is currently
          in your level.  Press [V] a second time to go to the tile
          selection screen.  You now can use [PGUP], [PGDN], or
          the arrow keys to scroll through the tiles.  Once you have
          selected the tile you want to use, press enter on it.  The
          wall will have changed to that texture!  You do the exact
          same procedure for floors and ceilings.  If you want to use
          the same texture you just chose for one of the surfaces on
          another surface, just press [V] once, scroll over to the tile
          you chose, and press [ENTER].  When you press [V] once on a
          wall, floor, or ceiling tile it shows all the tiles you are
          currently using in your level, and you can choose directly
          from this.  Now we will change what the texture looks like
          on the wall.

    3.2.3.1 Panning the texture
             After you place the texture you want where you want,
             it might look as if the whole thing is not showing up.
             To "squish" the texture to your liking, you must use the
             2,4,6,8 keys on the numeric keypad.  If you press and hold
             down the 5 key in combination with one of the above, the
             texture will squish by a larger amount.

             You cannot "squish" floor textures and ceiling textures.
             To change between 2 sizes (small and large), press the
             [E] key on the floor or ceiling you wish to change.

    3.2.3.2 Moving the texture
             If you do not wish to squish the texture, but you just
             want to move it (or you have squished the texture and
             want to move it) press and hold down the right [SHIFT]
             key and press 2,4,6,8 at the same time.  The texture
             will shift instead of squish.

  3.2.4 Adding sprites to the level
          Adding sprites is quite an easy process.  Simply enter 2D
          mode, and press the [S] key on a grid location.  A little
          circle with a tail and possibly some numbers will show up.
          The tail indicates the directions the sprite is facing, but it
          usually does not matter which way the sprite points (enter 3D
          mode to take a look at it.  If it looks weird, just rotate it
          with the [,] and [.] keys).  Press the [V] key on the sprite
          and choose a sprite just like you did to choose textures.
          Remember to press [V] twice to get to all of the tiles, unless
          the sprite you want to use is already in the level (which will
          put it on the first page).

    3.2.4.1 Pasting sprites to the floor, ceiling, or wall
             To make a sprite look as if it is hanging from the wall or
             lying on the floor (or stuck to the ceiling), press the [R]
             key on the sprite.  The first time you press it, the sprite
             will lie flat on the wall (according to the direction of
             the sprite).  The second time you press [R] on the sprite,
             it will lie on the floor or the ceiling for that matter,
             which ever you choose.

  3.2.5 Raising and Lowering the floor/ceiling
         Remember that sector we made a while ago that turned into red
         lines?  Enter 3D mode and point at the ceiling.  Press the
         [PGUP] key on the ceiling (roughly where the sector we made
         is), and the ceiling will raise up.  To lower the ceiling press
         [PGDN] on it.  The same can be done to floors.  Make the inside
         sector a light and in a little while we will shade the sectors
         in the room.

3.3 The Art of Shading
      Shading is the most important object for you to use in making your
      level!  A level without shading is *very* boring, and it shows a
      lack of interest from the level designer.  When used properly,
      shading can be what makes the level.  I have personally played
      levels that use intense shading techniques, and I was very
      happy with the way that things turned out!  It should be noted that
      shading is a *very* difficult thing to master, and you should
      spend a great deal of time on shading the level (besides choosing
      textures, shading is the most time consuming portion of level
      building).

  3.3.1 Using shading in your level
          There are a few things that you must remember before learning
          to shade.  Light travels in a STRAIGHT line!  Also, opposite
          sides of a room will be shaded differently.  For example:

          +XXXXXXXX+
          I        I
          I        I
          +XXXXXXXX+

          In this sample room, the walls made with X's would be slightly
          darker than the walls with I's (or vice versa...it's your choice).
          This allows the eye to clearly tell the brain where the corner of
          the room is.  Try it if you don't understand.  If two walls meet
          in a corner, and both are the same shade, you will have a much
          harder time figuring out where the corner of the room is.  But
          if one of the walls is a little darker (five units darker is
          what I usually use), you will be able to see the corner much more
          clearly.

  3.3.2 Basic shading techniques
          There are a few ways that you can shade objects in the level.
          All of these keystrokes must be made in 3D mode.

          [+] and [-] : Use the keys that appear on the keypad.  This
                        changes the shade by 1.
          ['] and [S] : Use this to enter a number to shade with.  Just
                        point at the object to shade, press these keys,
                        and type in a number.  The larger the number,
                        the darker.

3.4 Checklist
      Here is a checklist of things that might be good to do before
      making your very first complex level.

  Before starting on your level:
        [ ] I am comfortable with the editor I am using
        [ ] I have made my first level: Yes it is horrible!
        [ ] I have a good theme for my level
        [ ] I have planned my level out
        [ ] I understand everything talked about in sections 
            2 and 3
        
  Before Uploading your level:
        [ ] I have filled out a MAP authoring template
        [ ] I have a story line
        [ ] I have gone through EVERY part of my level so many times that
            I think I'm going to kill myself.
        [ ] I have had other people test my level
        [ ] I have tested my level using multiplayer

=========================
4: MAKING ALL THE EFFECTS
=========================

------------
INTRODUCTION
------------

4.1 Introduction
      Welcome to the hard stuff!  In this section, we will explore the many
      effects and cool things that we can do with the SW BUILD engine.  The
      following effects in this section will take some time to master, but
      they *can* be done (or they wouldn't be in the game, now would they?).

      All you need for this section is a little bit of time, and some patience
      as well.  And you'll be BUILDing your SW levels in no time!

-----
DOORS
-----

4.2 Regular, DOOM Type Doors
    Map Name : REGDOOR.MAP

      This type of door structure is extremely easy to make, and it will be
      the most commonly used door in the entire level-making process (on
      average that is).  Just follow these simple instructions and you're
      on your way!

  STEP 1: Make your door sector.  It should look like this:
       __ __ __
      :  :  :  :
      :  :  :  :
      :  :  :  :
      : C: A: B:
      :  :  :  :
      :__:__:__:

          Sector A is the door itself, and sectors B and C are the "door
          frame" sectors.  Choose the appropriate textures.  LEAVE THE
          DOOR SECTOR AT THE CEILING...I.E. - DO NOT LOWER IT TO THE FLOOR!
  STEP 2: Place an ST1 sprite in the door sector.  Give the sprite a hitag
          of 92, and a unique lotag.  Give TAG4 a value other than 0 (I think
          it has to be something other than 0...I'm not sure about this
          though).  This will determine the speed of the door.
  STEP 3: Enter 3D mode and press the [F] key on the ST1 sprite twice.  This
          flips the sprite over, and tells the ST1 to use the function on the
          ceiling, not the floor.
  STEP 4: Give the ST1 sprite a BOOL1 Flag value of 1.  This places the ST1
          in the "ON" position, so that it is closed during at the start of
          the game.
  STEP 5: For sound effects, place another ST1 sprite in the door sector (or
          near the sector) and give it a TAG1 of 134, a TAG2 with the exact
          same value of the other ST1's TAG2 value, and give TAG4 the same
          number as the sound you want to play (check out the SWSOUNDS.TXT for
          a list of all the sounds and their tags).

  OPTIONAL STEPS

  STEP 6: Give the ST1 sprite a BOOL3 Flag of 1.  This keeps the door from
          crushing the player.  
  STEP 7: Give the ST1 sprite a BOOL6 Flag value of 1.  This keeps the player
          from operating the door while the door is in motion.
  STEP 8: Give the ST1 sprite a BOOL7 Flag value of 1.  This allows other
          actors to operate the door.

          Take a look at SPRITAGS.TXT for a complete list of all of the tags
          available for this function (it's number 92).

4.3 Swinging Doors
    Map Name: SWNGDOOR.MAP

      I AM ASSUMING YOU HAVE MADE A SWINGING DOOR IN ANOTHER BUILD BASED GAME,
      SUCH AS DUKE NUKEM 3D.  I AM *NOT* EXPLAINING HOW TO MAKE THE DOOR
      ITSELF HERE, BUT AM RELAYING THE NECESSARY TAGS THAT ARE REQUIRED TO
      MAKE THIS TYPE OF DOOR.  Throughout this how-to, I will be assuming that
      you are making *TWO* doors, one above the other (with respect to 2D
      mode...one door is "north" of the other).

  STEP 1: Make your swinging doors using the standard BUILDing procedure.  If
          you have no idea how to make these sectors, check out the
          EXAMPLE.MAP that comes with the BUILD program, and look at column E
          row A.  It's kinda hard at first, but you'll figure it out.  Or you
          can take a look at SWNGDOOR.MAP.
  STEP 2: Place an ST1 sprite in each door sector. The upper door ST1 should
          have the following tags:
            TAG1 = 143
            TAG2 = Unique Number
            TAG4 = 1536
            TAG5 = 512 (this tells the door to open clockwise, 90 degrees)
            TAG7 = 35 (the speed that the door will open)
   Optional TAG9 = Delay for Auto Close (you specify the delay-35 is typical)
   Optional BOOL6 = 1 : (can't be operated again until movement stops)
  STEP 3: The lower door should be given these tags:
            TAG1 = Exact Same Value As Step 2
            TAG2 = Exact Same Value As Step 2
            TAG4 = 512
            TAG5 = Exact Same Value As Step 2
   Optional TAG7 = Exact Same Value As Step 2
   Optional TAG9 = Exact Same Value As Step 2
            BOOL6 = Exact Same Value As Step 2
  STEP 4: Place two ST1 sprites at the place in the door sector where you want
          the door to PIVOT (this is usually extremely close to the corner of
          the door itself).  Give each one the following tags:
            TAG1 = 144
            TAG2 = Exact Same Value As Step 2
            TAG4 = 1536
  STEP 5: For sound effects, place a ST1 Sprite near the swinging doors, and
          give it the following tags:
            TAG1 = 134
            TAG2 = Exact Same Value As Step 2
            TAG4 = Sound Number To Play (Number 170 is a typical sound)

4.4 Sliding Doors
    Map Name: SLIDOOR.MAP

      The construction process for this effect is easy, but quite difficult
      to explain using words.  Take a look at SLIDOOR.MAP to see how it was
      constructed (there is a step by step in the map itself).  Here are the
      tags that can be put on the ST1 sprite that should be in the doorway:

      TAG1 = 145
      TAG2 = Unique Number
      TAG3 = Type of door
             0 : Manual/Switch/Trigger
             1 : Switch/Trigger Only (Cannot be operated manually)
      TAG5 = Distance to move (Largest grid square is 1024)
      TAG6 = Match At Destination (when a slidoor reaches its destination
             it will trigger any event with this tag...use a unique number)
      TAG7 = Move Speed
      TAG8 = Acceleration at which door approaches TAG7 speed
      TAG9 = Auto-Close Time
      BOOL2 = 1 : Can only operate the door once
      BOOL3 = 1 : Don't crush the player (NEVER LET A WHITE WALLED SLIDOOR
                  CRUSH THE PLAYER...THIS CAN CAUSE ERRORS)
      BOOL4 = 0 : Can be operated during WangBang
              1 : Cannot be operated during WangBang
      BOOL5 = 1 : Insta-Close (TM) Feature.  This allows BUILD to close the
                  door for you (I used it in the SLIDOOR.MAP...take a look at
                  the map to see what it does).
      BOOL6 = 0 : Cannot operate door when in motion
              1 : Can operate when in motion
      BOOL7 = 1 : Call the TAG6 match when moving to the OFF position as well
                  as moving to the ON position.
      BOOL11 = 1 : Displays "Single Play Only" Message when operated in
                   WangBang.  Use with BOOL4.

4.5 Locked Doors
    Map Name: LOCKDOOR.MAP

      This is a very simple effect to make, so follow along.

  STEP 1: Make the door you wish to lock.
  STEP 2: Place one ST1 sprite in the door sector, and give it the following
          tags:
            TAG1 = 29
            TAG2 = Type of locked door
                   1 : Red Keycard
                   2 : Blue Keycard
                   3 : Green Keycard
                   4 : Yellow Keycard
                   5 : Gold Master Key
                   6 : Silver Master Key
                   7 : Bronze Master Key
                   8 : Red Master Key
  STEP 3: Place a door lock sprite on both sides of the door (somewhere near
          the door on the wall).  You don't need to have two locks, but it is
          convenient for opening the door from both sides.  Give both the
          following tags:
            TAG1 = Same value as TAG2 in Step 2.
            TAG2 = 29
  STEP 4: Place the correct color key somewhere in the level.  This is
          important, because the right color key is needed to open the door.
          YOU DO NOT NEED TO CHANGE THE PALETTE OF THE LOCK...THIS IS
          AUTOMATICALLY DONE BY THE BUILD PROGRAM.

-----
WATER
-----
4.6 Sinkable Water
    Map Name: SINKWATR.MAP

      This effect allows the player to "sink" into the water sector, making
      the impression that the player is actually in water.  To make this work,
      following the few steps provided.

  STEP 1: Make your water sector.  Texture it anyway you want (water tile on
          the floor of the sector).
  STEP 2: Place a ST1 sprite in your sector and give it the following tags:
            TAG1 = 0
            TAG2 = Depth Player Should Sink

  NOTE: TAG2 should not be greater than 40, or the player's view will become
        distorted.  The most common numbers used are 15, 25, and 35.

4.7 Diving Water
    Map Name: WATER.MAP

      This effect allows the player to travel under the water, just as in Duke
      Nukem 3D.  This effect is quite easy to make as well.

  STEP 1: Make your above water sector.  Give it the appropriate textures.
  STEP 2: Make your underwater sector.  IT SHOULD BE THE EXACT SAME SHAPE AND
          SIZE AS THE ABOVE WATER SECTOR!  Give it the appropriate textures
          (the water texture should be on the ceiling this time).
  STEP 3: Place one ST1 sprite in BOTH the above and below water sectors.
          THEY SHOULD BE IN THE EXACT SAME PLACE IN BOTH THE ABOVE AND BELOW
          WATER SECTORS!  Give the ST1 in the ABOVE water sector the following
          tags:
            TAG1 = 7
            TAG2 = Unique Number
          Give the ST1 in the BELOW water sector the following tags:
            TAG1 = 8
            TAG2 = Exact same number used in TAG2 in the ABOVE water sector
  STEP 4: Place one ST1 sprite in the above water sector.  Give it the
          following tags:
            TAG1 = 0
            TAG2 = 35
  STEP 5: YOU'RE DONE!  See WATER.MAP if you do not understand.

4.8 Multi-Sector Diving Water
    Map Name: CPLXWATR.MAP

      This effect allows there to be multiple sectors in the underwater
      sector, while there is only one above water sector.  You can use this
      effect to make all kinds of things underwater (boxes, ships, etc.),
      WITHOUT having to make the EXACT same sectors above water.

  STEP 1: Make your two water sectors (see section 4.5 on how to do this).
  STEP 2: Make the sectors you wish to have in the underwater sector.  I
          made a rectangular sector in my level for a box.
  STEP 3: Place one ST1 sprite anywhere in the sectors you have added
          underwater and give it the following tags:
            TAG1 = 9
            TAG2 = Exact same number used in TAG2 of the above water sector
   OPTIONAL TAG3 = If you give this a value of 1, you will not be able to
                   surface in the sector this sprite is in.

4.9 Water Currents
    Map Name: WCURRENT.MAP

      This effect makes a current in a water sector, so that when the player
      enters the sector, he is taken with the flow of the water automatically.

  STEP 1: Make your water sector to be affected.
  STEP 2: Put one ST1 sprite in the sector and give it the following tags:
            TAG1 = 0
            TAG2 = Depth player should sink
  STEP 3: Put another ST1 sprite in this sector.  Point the sprite in the
          direction you wish the player to travel.  Give it the following
          tags:
            TAG1 = 3
            TAG2 = Speed of current

4.10 The Drip Generator
    Map Name: DRIP.MAP

      This effect causes a drop of water to fall from the ceiling of the
      sector to the water below, and it also makes a sound.

  STEP 1: Make the water sector to be affected.
  STEP 2: Put one ST1 sprite in the sector and give it the following tags:
            TAG1 = 1006
            TAG2 = Delay in between drops.  If 0, the effect uses the internal
                   settings (which are quite fast).  The delay is in seconds.
            BOOL1 = Drip Type
                    0 : Blood drops
                    1 : Water drops
            BOOL2 = Type of effect to make
                    0 : Drips
                    1 : No Drips; Makes a bubble instead (for a bubble spawner
                        in underwater areas)
  STEP 3: Raise the ST1 sprite all the way to the ceiling (if you are making
          drops that is).

4.11 Making Waves
    Map Name: WAVES.MAP

      This effect allows you to create waves in water.  The waves can be
      very smooth, or can be very blocky (see WAVES.MAP to see what I mean).

  STEP 1: Make several FOUR SIDED sectors (all are valid player space), and
          give them the appropriate textures.
  STEP 2: Give each sector a SECTOR LOTAG.  The tags should increment by 1,
          so the first sector lotag would be 400 (for example), the next
          would be 401, and so on.  The sector lotags should correspond to the
          following information:

          For waves on the floor: USE SECTOR LOTAGS 400-419
          For waves on the ceiling : USE SECTOR LOTAGS 420-439
          For waves on both floor and ceiling: USE SECTOR LOTAGS 440-459

  NOTE: You can only have 5 sets of waves in any one map.  You do *NOT* have
        to use all the tags in one set, so don't feel like you have to have
        20 sectors for waves (your tags may only go up to 405 or 406).

        Look at WAVES.MAP if you don't understand, or if you want to learn
        how to make a current and sinkable set of waves.  Very easy stuff.

4.12 Making Lava Eruptions
     Map Name: LAVABALL.MAP

       This effect allows you to create eruptions that spew either lava balls,
       or small bits of lava itself.

  STEP 1: Make the sectors that will have something erupt from them.  Give
          the sectors appropriate textures.
  STEP 2: Place ST1 sprites in each sector where you want lava to erupt from.
          Give the ST1 sprites the following tags:
            TAG1 = 56
            TAG2 = (1 to 1024) The larger the number, the more stuff erupts.
            TAG3 = Type of Eruption
                   0 : Lava Shards
                   1 : Volcano Boulders
            TAG4 = Angle of Eruption
            TAG5 = Angle Delta from TAG4 (Usage?)
            TAG6 = Max x/y velocity
            TAG7 = z velocity amount
            TAG8 = z velocity random amount - added to TAG5 value
            TAG9 = erupt for this many seconds
            TAG10 = wait this many seconds until next eruption
            BOOL1 = 1 : Don't spawn unless player is in Trigger Sector
  STEP 3: If you gave the ST1 sprites a BOOL1 tag of 1, you need to place
          an ST1 sprite in all of the sectors that you want the player to
          be in to cause an eruption (i.e. - this works like a "touchplate").
          Give these sprites the following tags:
            TAG1 = 140
            TAG2 = Unique Number
            TAG3 = 2
            TAG4 = Angle
            TAG5 = 1

---------------
TEXTURE EFFECTS
---------------
4.13 Parallaxing Skies
     Map Name: PARALLAX.MAP

       Parallaxed skies are done quite differently from Duke Nukem 3D.  This
       is really easy to.

  STEP 1: Place the texture you want to parallax on the ceiling of the sector
          you want to have the parallaxed sky in.  Press the [P] key on the
          ceiling in 3D mode to parallax the sky.  It may look weird at first,
          but it *will* look correct in the game.
  STEP 2: Place one ST1 sprite in ANY parallaxed sector.  YOU ONLY NEED TO
          HAVE ONE OF THESE SPRITES IN A PARALLAXED SECTOR SOMEWHERE IN THE
          LEVEL, BUT YOU DO NEED TO HAVE IT!  Give it the following tags:
            TAG1 = 46
            TAG2 = 0, 1, or 2
                   These values are the xrepeat of the sky texture.
  STEP 3: Make sure you only have one of the above sprites, or the sky may
          behave strangely.

4.14 Making Textures Move
     Map Name: TEXPAN.MAP

       This effect allows you to make the textures on either a wall, floor, or
       ceiling move, which in turn can create some neat effects.

  FOR FLOORS AND CEILINGS...
  STEP 1: Make the sectors that you wish to affect.  Place one ST1 sprite in
          the sector, and give it the following tags:
            TAG1 = 19 (Floor) or 21 (Ceiling)
            TAG2 = speed of movement
            TAG4 = Angle of movement (0 doesn't seem to work...)
   OPTIONAL BOOL1 = 1 : Move with speed of sector object

  FOR WALLS...
  STEP 1: Make the wall that you wish to affect.  Place one ST1 sprite *NEAR*
          the wall to affect (not on the wall itself), and make sure that the
          sprite is pointing at the wall to affect.  Give it the following
          tags:
            TAG1 = 23
            TAG2 = Speed of movement
            TAG4 = Point sprite at desired wall
            TAG6 = Angle of panning
   OPTIONAL BOOL1 = 1: Move with speed of sector object

---------------
STACKED SECTORS
---------------
4.15 Stacked Sectors
     Map Name: STACKED.MAP

       This effect is most definitely one of the coolest effects in the entire
       game itself.  Stacked sectors are the technical term for "True Level
       over level", and it allows you to make some cool looking areas.  This
       effect is a little challenging to make at first, but it's not too hard.

       Throughout this how-to, I will be assuming that the player will come to
       this "level over level" area from the top floor; i.e. - the player will
       look down to the floor below.  See STACKED.MAP to understand what I am
       talking about (the player starts on the 2nd floor).

  STEP 1: Make the upper level of the "level over level area".  Make sure that
          you have a valid player space sector somewhere in this upper level,
          a place where the player can drop down to the lower level when in
          the game.  Lower this sector's floor to wherever you like it (you
          don't even have to lower it if you do not wish to do so), and change
          the floor texture of this sector to texture #341.  This is the
          "Floor Mirror" texture, and it is needed to make the effect work
          properly.
  STEP 2: Make the lower level of the "level over level area".  Again, make
          sure that you have a valid player space sector somewhere in this
          lower level.  THIS SECTOR SHOULD BE THE EXACT SAME SIZE AND SHAPE
          AS THE VALID PLAYER SPACE SECTOR MADE IN STEP 1.  Change the ceiling
          texture of this sector to texture #341.  Raise the ceiling to where
          you want it to be.
  STEP 3: Level 1 and level 2 must be constructed with proper Z heights,
          because Shadow Warrior won't do it for you. By this I mean that the
          floor of level 2 must actually be higher than the ceiling of level
          1.  The difference between the two is called the "overlap." At least
          some overlap is necessary for room over room to behave correctly.
          To build overlap correctly, follow these guidelines:

          1: The height of the floor mirror (on the ceiling) in level 1
             must be the exact same as the height of the -floor- (not
             the floor mirror) in level 2.
          2: The height of the floor mirror in level 2 must be the
             same as the height of the -ceiling- (not the floor mirror)
             in level 1.
  STEP 4: Place one ST1 sprite in the valid player space sector of the lower
          level, and place another ST1 sprite in the valid player space sector
          of the upper level.  Make sure that these sprites are in the exact
          same position in relation to their sectors; i.e. - if the sectors
          were overlapped, the two ST1 sprites should also overlap each other.
          Give these ST1 sprites the following tags:

          UPPER LEVEL ST1
            TAG1 = 121
            TAG2 = Unique Number

          LOWER LEVEL ST1
            TAG1 = 120
            TAG2 = Same Unique Number as Upper Level
  STEP 5: Place one more ST1 sprite in each valid space sector; one in the
          upper level, and one in the lower level.  THESE TWO SPRITES DO
          NOT NEED TO BE IN THE SAME PLACE IN RELATION TO THEIR SECTORS.
          If the upper and lower level sectors were overlapped, these sprites
          would not need to overlap as well.  Give these sprites the following
          tags:

          UPPER LEVEL ST1
            TAG1 = 111
            TAG2 = Same Unique Number As In Step 4
            TAG4 = Point up to turn it OFF
                   Point down to turn it ON

          LOWER LEVEL ST1
            TAG1 = 110
            TAG2 = Same Unique Number As In Step 4
            TAG4 = Point up to turn it OFF
                   Point down to turn it ON
  STEP 6: The sprites that you placed in the above step now need to be placed
          in every single sector that the player will be able to see the other
          level from.  For example: If I were standing in a hallway in the
          upper level, and I could see through the floor in the adjoining room
          to the lower level, I would need to have the exact same sprites as I
          placed in STEP 5 in the hallway.  Give the sprite the exact same
          tags as you gave them in STEP 5.
  STEP 7: You need to place the BOUND_FLOOR_BASE_OFFSET and BOUND_FLOOR_OFFSET
          sprites in their correct position.  These two ST1's (hitags 202 and
          203, respectively) are used to drag groups of sectors over top of
          each other at premap. The BASE_OFFSET serves as an "anchor point."
          The next OFFSET processed is moved to the same x,y location as the
          BASE_OFFSET, dragging every sector connected to it along for the
          ride.  So place two ST1 sprites, one on the lower level and one
          in the upper level, in the exact same position in relation to their
          sectors.  Give the sprites the following tags:

          UPPER LEVEL ST1
            TAG1 = 202
            TAG2 = 0

          LOWER LEVEL ST1
            TAG1 = 203
            TAG2 = 1
  STEP 8: Remember the floor and ceiling with texture #341?  Go into 3D mode
          and press the [P] key on both the floor and the ceiling with this
          texture, so that you Parallax the texture.  I'm not 100% sure if
          this is needed or not, but it is used in all of the level over
          level situations in the game.  You're all done!  Take a look at
          STACKED.MAP if you still do not understand something, and just
          pull it all apart.

4.16 Transparent Water
     Map Name: TRANWATR.MAP

       This effect is a bit harder to understand, but it follows the exact
       same concepts as the stacked sectors how-to above.

  STEP 1: Make your stacked sectors just as we did in the how-to above
          (section 4.14).
  STEP 2: Place one ST1 sprite in *ALL* of the sectors that are to be under-
          water, and give each a TAG1 value of 8.
  STEP 3: Place one ST1 sprite in the sector underwater where the player
          will be able to surface.  Give it the following tags:
            TAG1 = 136
            TAG2 = Picture Number (From the [V] menu.  The water texture most
                   commonly used is 780)
            TAG3 = 0
            TAG7 = 0 : normal
                   1 : masked
                   2 : translucent
                   3 : very translucent (this is the most common for water)
  STEP 4: Place one ST1 sprite in the sector above the water where the player
          will submerge into the water itself.  Give it the following tags:
            TAG1 = 136
            TAG2 = Picture Number (From the [V] menu.  The water texture most
                   commonly used is 780)
            TAG3 = 1
            TAG7 = 0 : normal
                   1 : masked
                   2 : translucent
                   3 : very translucent (this is the most common for water)
  STEP 5: Place another ST1 sprite in the sector above the water where the
          player will submerge into the water itself.  Give this sprite the
          following tags:
            TAG1 = 98
            TAG2 = Amount player should sink into the floor.  40 is the most
                   commonly used value, so I recommend using it. (DO NOT USE
                   ANY VALUE OVER 40.  THIS MAY CAUSE SOME PROBLEMS WITH
                   THE PLAYERS VIEW!)

--------------
SPRITE EFFECTS
--------------
4.17 Ladders
     Map Name: LADDER.MAP

       This effect allows you to create areas on a wall that the player can
       climb up while in the game.  A very easy effect to make.

  STEP 1: Create the area you wish to be your ladder.  THE LADDER IS REQUIRED
          TO BE PLACED ON A RED LINE!  DO NOT PLACE THIS ON A WHITE LINE IN
          2-D MODE, OR IT WILL NOT WORK!  To make it look like a ladder,
          place some sprites on the wall, make them point away from the wall,
          and press the [R] key on them once.  Change their texture to
          something that resembles a ladder.  These sprite are not needed,
          as you can just change the texture on the wall to look like the
          ladder, or you can have the wall look nothing like the ladder at
          all (you could make hidden ladders with that idea...).
  STEP 2: Enter 3D mode.  Face the wall that will be your ladder, and
          move the mouse cursor over the wall itself (NOT ON THE SPRITES
          THAT ARE ON THE WALL).  Press [']+[T].  In the upper left hand
          corner of the screen, you should see the words "WALL LOTAG : 0".
          Change this value to 305 (just type in 305).
  STEP 3: Place one ST1 sprite near the wall to climb, BUT NOT ON THE WALL
          ITSELF!  The position of the sprite itself is very important,
          because it is the location at which the player sprite will start
          to climb.  Give it the following tags:
           TAG1 = 30
           TAG4 = Angle (The sprite should point directly away from the wall
                  that it will be affecting)

          You should also make sure that this sprite is centered with the
          ladder that the player will climb.

4.18 Shooters
     Map Name: SHOOTERS.MAP

       This effect allows you to create shooters.

  STEP 1: Place one ST1 sprite on the wall.  Change the angle to face directly
          away from the wall, and raise it up on the wall a good bit.  This is
          where the shots fired will spawn from.  Give the ST1 sprite the
          following tags:
            TAG1 = 43 (For Fireballs)
                   44 (For Missiles)
                   63 (For Arrows)
            TAG2 = Unique Number
            TAG4 = Angle; I recommend facing it directly away from the wall
  STEP 2: Now that you have these shooters, you need some way to activate
          them.  The way to do this is through an "activation sector".  Just
          give the sector that you wish to have activate the shooters the
          following tags:
            Sector Lotag = 43
            Sector Hitag = Same Unique Number as TAG2 in ST1 sprite

-------------
TELEPORTATION
-------------
4.19 Teleporters
     Map Name: TELEPORT.MAP

       This allows you to create teleporters in the game.  Extremely easy to
       do.

  STEP 1: Make a "source sector".  This will be the sector that the player
          has to enter in order to get teleported somewhere.  Make a
          "destination sector" elsewhere on your map.  This will be the
          place in the level where the player will be teleported to.  The
          destination sector does not have to be the exact same size as the
          source sector, but it must not be smaller than the source sector.
  STEP 2: Place one ST1 sprite in both the source and destination sectors.
          Change the angle of both to the direction you wish the player to
          face when he comes out of the teleporter.  Give each sprite the
          following tags:
            TAG1 = 84
            TAG2 = Unique Number (Both numbers should be the same number:
                   i.e. - if you have a TAG2 value of 223 in the source
                   sector ST1, you should also have a TAG2 value of 223
                   in the destination sector ST1)
            TAG3 = 0
            TAG4 = Point in the direction you wish the player to face when
                   coming out of the teleporter
            TAG10 = 0 : (Two-Way) Teleport when you enter this sector
                    1 : (One-Way) Don't teleport when you enter this sector

--------------
MIRROR EFFECTS
--------------
4.20 Making a Mirror
     Map Name: MIRROR.MAP

       This is a very easy effect to make, but it is quite hard to explain
       through the use of words.  Take a look at MIRROR.MAP if you don't
       understand.

  STEP 1: Making a mirror is a little bit like making a mirror in Duke Nukem
          3D, but there are some differences.  Create the sectors for your
          mirror, but DO NOT CREATE A LARGE ROOM BEHIND THE MIRROR...THIS IS
          NOT NEEDED IN SW AS IT WAS IN DUKE3D!
  STEP 2: Place a 1-Way wall where the mirror should go by pressing the [1]
          key on the floor near the place the mirror should be in 3D mode.
          Give it a texture of #340.
  STEP 3: To make Lo Wang say something when you look into the mirror and
          press space, give the red wall in front of the mirror (in 2D mode)
          a wall lotag of the sound number to play, and a hitag of 900.

----------------------------------------
ENDING THE LEVEL AND MAKING SECRET AREAS
----------------------------------------
4.21 The End Button
     Map Name: NONE

  STEP 1: Place a sprite on a wall where you want the end button to be.  In
          2D mode, change the angle so that the sprite faces away from the
          wall.  Now go into 3D mode and press the [R] key on the sprite.
          Give it a texture of 2470.
  STEP 2: Give the sprite the following tags:
            TAG1 = Number of level to go to.  This should only be used if
                   the map name has the exact same name as one of the
                   official SW game levels.
            TAG2 = 116

4.22 Ending Sectors
     Map Name: NONE

  STEP 1: Make a sector that the player must step in to end the level.  Give
          this sector a sector lotag of 116 by pressing the [T] key in the
          sector in 2D mode.

4.23 Making a Secret Area
     Map Name: NONE

  STEP 1: Make the sector you wish to be the secret area.  Give it a sector
          lotag of 217.

-------------------------------------
SECTOR OBJECTS (TANKS, TURRETS, ETC.)
-------------------------------------
4.24 Turrets
     Map Name: TURRET.MAP

       This effect allows you to create player controlled turrets, which can
       be set to fire many different things through the use of different
       tag values in the ST1 sprites.  This effect is quite simple in nature
       but it is quite an involved building process.

  STEP 1: Make your turret sectors.  Raise them to the appropriate heights
          in 3D mode, and give them appropriate textures.  Now enter 2D mode
          and turn off the grid.  Move the cursor to the OUTSIDE of one of the
          OUTERMOST walls and press [ALT]+[T].  This allows you to enter the
          lotag on this side of the red wall.  Give it a value of 504, telling
          the game that this is the outermost area of the turret.  You need
          only to do this on one wall, BUT MAKE SURE IT IS THE OUTSIDE OF ONE
          OF THE OUTERMOST WALLS.
  STEP 2: Press the [H] key inside the center sector, and enter in the value
          of 96.  This tells the program that this type of sector object is
          a turret.
  STEP 3: Place one ST1 sprite just above and to the left of the top left of
          the turret.  Give it the following tags:
            TAG1 = You can have 20 of these sprites in any one level.  The
                   value for this tag is calculated as follows:
                   500 + (5 * sector object #)
                   Sector object 1 would have a TAG1 value of 500, sector
                   object 2 would have a TAG1 value of 505, and so on, all
                   the way up to sector object 19, which has a TAG1 value
                   of 595.
          Now place one ST1 sprite just below and to the right of the lower
          right of the turret.  Give it the following tags:
            TAG1 = You can have 20 of these sprites in any one level.  The
                   value for this tag is calculated as follows:
                   501 + (5 * sector object #)
                   Sector object 1 would have a TAG1 value of 501, sector
                   object 2 would have a TAG1 value of 506, and so on, all
                   the way up to sector object 19, which has a TAG1 value
                   of 596.
          These two sprites are called the "bound_so_upper" and
          "bound_so_lower" sprites, and they form an invisible rectangle that
          the program uses to know just exactly what sectors and sprites to
          rotate when the turret is in operation.  Now press the [T] key
          inside the center sector, and give it the same value as you gave
          the TAG1 value of the "bound_so_lower" sprite.
  STEP 4: Place one ST1 sprite in the center sector, and give it a TAG1 value
          of 1.  This tells the program that this sector is the sector the
          player must be in to activate the turret.
  STEP 5: Place one ST1 sprite in the center sector, and give it a TAG1 value
          of 16.  Now point the sprite towards the front of the turret.  This
          tells the program in which direction the front of the turret is.
  STEP 6: Although optional, you can place one ST1 sprite in the center sector
          with a TAG1 value of 68.  This tells the game that the turret can
          only turn a certain amount of degrees in either direction, which
          you specify with the TAG2 value.  A TAG2 value give you a rotation
          limit of 90 degrees on each side (180 degrees total).
  STEP 7: Place one ST1 sprite in the center sector and give it a TAG1 value
          of 134.  This is the sound effect sprite.  Turrets only need one
          operational sound, so give it a TAG4 value of the sound number you
          want to play (149 is the most common value...use this for now).
          Now change the BOOL2 value to 1.  This allows the sound to stop
          when the turret is not in use.
  STEP 8: Place one ST1 sprite in the center sector and give it a TAG1 value
          of 76.  This tells the game that this turret can be destroyed (this
          is an optional sprite).  The TAG2 value is the damage the turret can
          take before breaking, and a good value for this is from about 500 to
          1000.  Change the TAG 5 value to either -1 (to start the turret out
          broken), or leave it as 0 (to make the turret start with "full
          health").  Now place one ST1 sprite where you want the smoke to
          spawn when the turret is broken.  Give it a TAG1 value of 69, a TAG3
          value of 3, a TAG6 value of 3, and give it a unique TAG2 value.
  STEP 9: Place one ST1 sprite somewhere in the turret, and give it a TAG1
          value of 134.  Give it the same TAG2 value you gave the sprite in
          step 8, and change the TAG4 value to 276.
  STEP 10: Place one ST1 sprite near where you want the shots to come out
           of the turret at.  Raise it up in 3D mode to be at the height you
           want it to be, and get back into 2D mode.  Give the sprite a TAG1
           value of 62.  To change the ammunition type of the turret, change
           the TAG3 value to one of the following:
             0 : Tank Shell
             1 : Machine Gun
             2 : Laser
             3 : Rail Gun
             4 : Fireball
             5 : Rocket
             6 : Micro Missile Battery (Lots of missiles at once)
  STEP 11: Enter 3D mode and press the [R] key on the floor of every sector.
           This prevents the floor from moving around while the turret is
           being rotated.
  STEP 12: If you do not want enemies to enter the turret, place an ST1 sprite
           in every sector of the turret and give it a TAG1 value of 38.
           YOU'RE DONE!!!  Look at TURRET.MAP if you need help understanding
           something.

4.25 Automatic Turrets
     Map Name: AUTOTURT.MAP

       This effect creates a turret that follows the players movement and,
       if told to do so, will shoot at the player.  Again, this effect is
       simple in nature, but it involves a good bit of work to create.

  STEP 1: Make your turret sectors.  Raise them to the appropriate heights
          in 3D mode, and give them appropriate textures.  Now enter 2D mode
          and turn off the grid.  Move the cursor to the OUTSIDE of one of the
          OUTERMOST walls and press [ALT]+[T].  This allows you to enter the
          lotag on this side of the red wall.  Give it a value of 504, telling
          the game that this is the outermost area of the turret.  You need
          only to do this on one wall, BUT MAKE SURE IT IS THE OUTSIDE OF ONE
          OF THE OUTERMOST WALLS.
  STEP 2: Press the [H] key inside the center sector, and enter in the value
          of 96.  This tells the program that this type of sector object is
          a turret.
  STEP 3: Place one ST1 sprite just above and to the left of the top left of
          the turret.  Give it the following tags:
            TAG1 = You can have 20 of these sprites in any one level.  The
                   value for this tag is calculated as follows:
                   500 + (5 * sector object #)
                   Sector object 1 would have a TAG1 value of 500, sector
                   object 2 would have a TAG1 value of 505, and so on, all
                   the way up to sector object 19, which has a TAG1 value
                   of 595.
          Now place one ST1 sprite just below and to the right of the lower
          right of the turret.  Give it the following tags:
            TAG1 = You can have 20 of these sprites in any one level.  The
                   value for this tag is calculated as follows:
                   501 + (5 * sector object #)
                   Sector object 1 would have a TAG1 value of 501, sector
                   object 2 would have a TAG1 value of 506, and so on, all
                   the way up to sector object 19, which has a TAG1 value
                   of 596.
          These two sprites are called the "bound_so_upper" and
          "bound_so_lower" sprites, and they form an invisible rectangle that
          the program uses to know just exactly what sectors and sprites to
          rotate when the turret is in operation.  Now press the [T] key
          inside the center sector, and give it the same value as you gave
          the TAG1 value of the "bound_so_lower" sprite.
  STEP 4: Place one ST1 sprite in the center sector, and give it a TAG1 value
          of 16.  Now point the sprite towards the front of the turret.  This
          tells the program in which direction the front of the turret is.
  STEP 5: Although optional, you can place one ST1 sprite in the center sector
          with a TAG1 value of 68.  This tells the game that the turret can
          only turn a certain amount of degrees in either direction, which
          you specify with the TAG2 value.  A TAG2 value give you a rotation
          limit of 90 degrees on each side (180 degrees total).
  STEP 6: Place one ST1 sprite in the center sector and give it a TAG1 value
          of 81.  This tells the game that this is an automatic turret that
          follows the players movements.
  STEP 7: Place one ST1 sprite in the center sector and give it a TAG1 value
          of 76.  This tells the game that this turret can be destroyed (this
          is an optional sprite).  The TAG2 value is the damage the turret can
          take before breaking, and a good value for this is from about 500 to
          1000.  Now place one ST1 sprite where you want the smoke to spawn
          when the turret is broken.  Give it a TAG1 value of 69, a TAG3 value
          of 3, a TAG6 value of 3, and give it a unique TAG2 value.
  STEP 8: Place one ST1 sprite somewhere in the turret, and give it a TAG1
          value of 134.  Give it the same TAG2 value you gave the sprite in
          step 7, and change the TAG4 value to 276.
  STEP 9: Place one ST1 sprite near where you want the shots to come out
          of the turret at.  Raise it up in 3D mode to be at the height you
          want it to be, and get back into 2D mode.  Give the sprite a TAG1
          value of 62.  To change the ammunition type of the turret, change
          the TAG3 value to one of the following:
            0 : Tank Shell
            1 : Machine Gun
            2 : Laser
            3 : Rail Gun
            4 : Fireball
            5 : Rocket
            6 : Micro Missile Battery (Lots of missiles at once)
  STEP 10: Enter 3D mode and press the [R] key on the floor of every sector.
           This prevents the floor from moving around while the turret is
           being rotated.  YOU'RE DONE!!!  Look at AUTOTURT.MAP if you need
           help understanding something.

4.26 Boats
     Map Name: BOAT.MAP

       Making boats is quite a bit simpler effect to make than making tanks,
       which will be explained in the next how-to.  This, as are the turrets,
       is quite a lengthy building process, but it is a very straight forward
       effect to make.

  STEP 1: Make a rectangle sector that will surround your boat by just a
          little bit (it should be a little larger than your boat will be
          in other words).  Make sure that you make this sector valid
          player space.  Now enter 2D mode and turn off the grid.  Move the
          cursor to the OUTSIDE of one of the OUTERMOST walls of this
          rectangle, and press [ALT]+[T].  This allows you to enter the lotag
          on this side of the red wall.  Give it a value of 504, telling the
          game that this is the outermost area of the boat.  You need only to
          do this on one wall, BUT MAKE SURE IT IS THE OUTSIDE OF ONE OF THE
          OUTERMOST WALLS.
  STEP 2: Make your boat sectors.  They should all be valid player space.
          THEY ALSO CANNOT BE IN ANY WAY CONNECTED TO THE RECTANGLE SECTOR
          THAT SURROUNDS THEM!  Raise the sectors to the appropriate heights,
          and give them appropriate textures.  Now give the center sector
          (the sector the player must be in to activate the boat) a sector
          hitag (press the [H] key in the sector in 2D mode) of 98.
  STEP 3: Place one ST1 sprite just above and to the left of the top left of
          the outer rectangle sector.  Give it the following tags:
            TAG1 = You can have 20 of these sprites in any one level.  The
                   value for this tag is calculated as follows:
                   500 + (5 * sector object #)
                   Sector object 1 would have a TAG1 value of 500, sector
                   object 2 would have a TAG1 value of 505, and so on, all
                   the way up to sector object 19, which has a TAG1 value
                   of 595.
          Now place one ST1 sprite just below and to the right of the lower
          right of the outer rectangle sector.  Give it the following tags:
            TAG1 = You can have 20 of these sprites in any one level.  The
                   value for this tag is calculated as follows:
                   501 + (5 * sector object #)
                   Sector object 1 would have a TAG1 value of 501, sector
                   object 2 would have a TAG1 value of 506, and so on, all
                   the way up to sector object 19, which has a TAG1 value
                   of 596.
          These two sprites are called the "bound_so_upper" and
          "bound_so_lower" sprites, and they form an invisible rectangle that
          the program uses to know just exactly what sectors and sprites to
          rotate when the boat is in operation.  Now press the [T] key
          inside the center sector, and give it the same value as you gave
          the TAG1 value of the "bound_so_lower" sprite.
  STEP 4: Place one ST1 sprite in the center sector, and give it a TAG1 value
          of 1.  This tells the program that this sector is the sector the
          player must be in to activate the boat.
  STEP 5: Place one ST1 sprite in the center sector, and give it a TAG1 value
          of 16.  Now point the sprite towards the front of the boat.  This
          tells the program in which direction the front of the boat is.
  STEP 6: Place one ST1 sprite in the center sector and give it the following
          tag values:
            TAG1 = 147
            TAG2 = Angle speed (From 1 to 16384) (600 is a typical value)
            TAG3 = Angle "slide" amount (From 1 to 100) (I left this as 32,
                   which is the default value)
            TAG6 = Movement speed (From 1 to 16384) (9000 is a typical value)
            TAG7 = Movement "slide" amount (From 1 to 100) (25 is a typical
                   value)
            BOOL1 = 1 : Don't shake the screen when running into something
                        (this value is recommended for boats)
            BOOL4 = 1 : Rectangular clipping; Difficult to fully understand
                        usage, but this value is *HIGHLY* recommended.
  STEP 7: Place one ST1 sprite in the center sector and give it a TAG1
          value of 134.  Vehicles are usually suited best with two sounds,
          an idle sound and an operation sound.  Set TAG4 to the sound you
          want to play, and TAG5 to the second sound.  For a slowly idling
          boat, give TAG4 a value of 511 and TAG5 a value of 510.  For a 
          fast idling boat give TAG4 a value of 510 and TAG5 a value of
          143.  Give this sprite a unique value for TAG2.  Make sure that
          the BOOL2 value is 1.
  STEP 8: Place one ST1 sprite in the center sector.  Give it a TAG1 value
          of 76.  The TAG2 value is the amount of damage the boat can
          take before it breaks.  A typical number for this is anywhere
          from 200 to 400.  Change the TAG 5 value to either -1 (to start the
          boat out broken), or leave it as 0 (to make the boat start with
          "full health").  
  STEP 9: Place one ST1 sprite near the back of the boat, and give it a
          TAG1 value of 134.  Give this sprite a unique TAG2 value, and a
          TAG4 value of 276.
  STEP 10: Place one ST1 sprite where you want smoke to come out of when
           the boat is broken.  Give it a TAG1 value of 69, and a TAG3
           value of 3.  Give this sprite the same value for TAG2 as you
           gave the ST1 sprite in Step 9.
  STEP 11: Go into 2D mode and, if you already have not, make some sectors
           that look like raised guns (this is optional).  You can give
           these sectors nice textures, and raise them to the height that
           you desire.
  STEP 12: Place ST1 sprites at the end of each gun, and raise it so that it
           is the height that you want the shots to originate from.  Give
           these sprites a TAG1 value of 62.  Now change the TAG3 value to
           the type of ammunition you want.  Here are the choices:
             0 : Tank Shell
             1 : Machine Gun
             2 : Laser
             3 : Rail Gun
             4 : Fireball
             5 : Rocket
             6 : Micro Missile Battery (Lots of missiles at once)
  STEP 13: Enter 3D mode and press the [R] key on all the floors of the boat,
           BUT NOT THE RECTANGLE SECTOR SURROUNDING THE BOAT.  This will stop
           the floors from moving while the boat is moving.

4.27 Tanks
     Map Name: TANKS.MAP

       Tanks are the exact same effect as boats, but they are a much more
       complex effect to get to work properly (making the tank treads move
       with the tank itself is quite a pain to get right).  But, with time,
       this can be an effect that you can make in no time at all.

  STEP 1: Make a rectangle sector that will surround your tank by just a
          little bit (it should be a little larger than your tank will be
          in other words).  Make sure that you make this sector valid
          player space.  Now enter 2D mode and turn off the grid.  Move the
          cursor to the OUTSIDE of one of the OUTERMOST walls of this
          rectangle, and press [ALT]+[T].  This allows you to enter the lotag
          on this side of the red wall.  Give it a value of 504, telling the
          game that this is the outermost area of the tank.  You need only to
          do this on one wall, BUT MAKE SURE IT IS THE OUTSIDE OF ONE OF THE
          OUTERMOST WALLS.
  STEP 2: Make your tank sectors.  They should all be valid player space.
          THEY ALSO CANNOT BE IN ANY WAY CONNECTED TO THE RECTANGLE SECTOR
          THAT SURROUNDS THEM!  Raise the sectors to the appropriate heights,
          and give them appropriate textures.  Now give the center sector
          (the sector the player must be in to activate the tank) a sector
          hitag (press the [H] key in the sector in 2D mode) of 98.
  STEP 3: Place one ST1 sprite just above and to the left of the top left of
          the outer rectangle sector.  Give it the following tags:
            TAG1 = You can have 20 of these sprites in any one level.  The
                   value for this tag is calculated as follows:
                   500 + (5 * sector object #)
                   Sector object 1 would have a TAG1 value of 500, sector
                   object 2 would have a TAG1 value of 505, and so on, all
                   the way up to sector object 19, which has a TAG1 value
                   of 595.
          Now place one ST1 sprite just below and to the right of the lower
          right of the outer rectangle sector.  Give it the following tags:
            TAG1 = You can have 20 of these sprites in any one level.  The
                   value for this tag is calculated as follows:
                   501 + (5 * sector object #)
                   Sector object 1 would have a TAG1 value of 501, sector
                   object 2 would have a TAG1 value of 506, and so on, all
                   the way up to sector object 19, which has a TAG1 value
                   of 596.
          These two sprites are called the "bound_so_upper" and
          "bound_so_lower" sprites, and they form an invisible rectangle that
          the program uses to know just exactly what sectors and sprites to
          rotate when the tank is in operation.  Make sure that these sprites
          include the turret sprite, so that it too can move with the tank.
          Now press the [T] key inside the center sector, and give it the same
          value as you gave the TAG1 value of the "bound_so_lower" sprite.
  STEP 4: Place one ST1 sprite in the center sector, and give it a TAG1 value
          of 1.  This tells the program that this sector is the sector the
          player must be in to activate the tank.
  STEP 5: Place one ST1 sprite in the center sector, and give it a TAG1 value
          of 16.  Now point the sprite towards the front of the tank.  This
          tells the program in which direction the front of the tank is.
  STEP 6: Place one ST1 sprite in the center sector and give it the following
          tag values:
            TAG1 = 147
            TAG2 = Angle speed (From 1 to 16384) (600 is a typical value)
            TAG3 = Angle "slide" amount (From 1 to 100) (I left this as 32,
                   which is the default value)
            TAG6 = Movement speed (From 1 to 16384) (9000 is a typical value)
            TAG7 = Movement "slide" amount (From 1 to 100) (25 is a typical
                   value)
            BOOL1 = 1 : (Optional) Don't shake the screen when running into
                        something
            BOOL4 = 1 : Rectangular clipping; Difficult to fully understand
                        usage, but this value is *HIGHLY* recommended.
  STEP 7: Place one ST1 sprite in the center sector and give it a TAG1
          value of 134.  Vehicles are usually suited best with two sounds,
          an idle sound and an operation sound.  Set TAG4 to the sound you
          want to play, and TAG5 to the second sound.  The best values for a
          tank are a TAG4 value of 149, and a TAG5 value of 147.  Make sure
          that BOOL2 has a value of 1.
  STEP 8: Place one ST1 sprite in the center sector.  Give it a TAG1 value
          of 76.  The TAG2 value is the amount of damage the tank can
          take before it breaks.  A typical number for this is anywhere
          from 400 to 700.  Change the TAG 5 value to either -1 (to start the
          tank out broken), or leave it as 0 (to make the tank start with
          "full health").  
  STEP 9: Place one ST1 sprite near the back of the tank, and give it a
          TAG1 value of 134.  Give this sprite a unique TAG2 value, and a
          TAG4 value of 276.
  STEP 10: Place one ST1 sprite where you want smoke to come out of when
           the tank is broken.  Give it a TAG1 value of 69, and a TAG3
           value of 3.  Give this sprite the same value for TAG2 as you
           gave the ST1 sprite in Step 9.
  STEP 11: Go into 2D mode and, if you already have not, place a turret sprite
           where you want the gun turret to be (Tile #764).  Raise it to the
           appropriate height.
  STEP 12: Place one ST1 sprite at the end of the gun, and raise it up so that
           it is the height that you want the shots to originate from (right
           at the same height of the gun is ideal).  Make sure that this
           sprite isn't exactly at the end of the gun, but a little ways out
           beyond the end of the gun (Look at TANKS.MAP to fully understand).
           Give this sprite a TAG1 value of 62.  Now change the TAG3 value to
           the type of ammunition you want.  Here are the choices:
             0 : Tank Shell
             1 : Machine Gun
             2 : Laser
             3 : Rail Gun
             4 : Fireball
             5 : Rocket
             6 : Micro Missile Battery (Lots of missiles at once)
  STEP 13: Enter 3D mode and press the [R] key on all the floors of the tank,
           BUT NOT THE RECTANGLE SECTOR SURROUNDING THE TANK.  This will stop
           the floors from moving while the tank is moving.
  STEP 14: Now for the tank treads.  This is probably the hardest thing to
           get exactly right, but it is possible to do.  Make sure that the
           floor relative is set to the "on" setting in the tank tread
           sectors (press the [R] key in 3D mode).  Place one ST1 sprite in
           each tread sector, and give them the following tags:
             TAG1 = 19
             TAG2 = Speed (Use 100...it's a typical value)
             TAG4 = Point the sprite towards the front of the tank
             BOOL1 = 1
  STEP 15: Place sprites near the wall sections of the treads (where the
           tread wraps around), and point each at the red wall to be affected
           (the tread wall in this case).  Give them the following tags:
             TAG1 = 23
             TAG2 = Speed (Use 100...it's a typical value)
             TAG4 = Point the sprite towards the wall to be affected
             TAG6 = Use the exact same value as in TAG4
             BOOL1 = 1
      You're all done with your tank!  Take a look at TANKS.MAP if you need
      help understanding something...just pull it all apart and you should
      get it.

==============
5: INFORMATION
==============
5.1 ST1 Tag List
      Here is a complete list of all the ST1 Tags.  This list only shows the
      different functions that are available, not the different flags for each
      function.

                0. SECT_SINK
                1. SECT_OPERATIONAL
                3. SECT_CURRENT
                5. SECT_NO_RIDE
                7. SECT_DIVE_AREA
                8. SECT_UNDERWATER
                9. SECT_UNDERWATER2
                16. SO_ANGLE
                19. SECT_FLOOR_PAN
                21. SECT_CEILING_PAN
                23. WALL_PAN_SPEED
                29. SECT_LOCK_DOOR
                30. SPRI_CLIMB_MARKER
                31. SECT_SO_SPRITE_OBJ
                32. SECT_SO_DONT_BOB
                33. SECT_SO_SINK_DEST
                34. SECT_SO_DONT_SINK
                37. SECT_SO_FORM_WHIRLPOOL
                38. SECT_ACTOR_BLOCK
                42. MULTI_PLAYER_START
                43. FIREBALL_TRAP
                44. BOLT_TRAP
                45. SECT_SO_DONT_ROTATE
                46. PARALLAX_LEVEL
                47. SECT_DONT_COPY_PALETTE
                48. MULTI_COOPERATIVE_START
                49. SO_SET_SPEED
                50. SO_SPIN
                51. SO_SPIN_REVERSE
                52. SO_BOB_START
                53. SO_BOB_SPEED
                55. SO_TURN_SPEED
                56. LAVA_ERUPT
                57. SECT_EXPLODING_CEIL_FLOOR
                58. SECT_COPY_DEST
                59. SECT_COPY_SOURCE
                62. SHOOT_POINT
                63. SPEAR_TRAP
                64. SO_SYNC1
                65. SO_SYNC2
                66. DEMO_CAMERA
                68. SO_LIMIT_TURN
                69. SPAWN_SPOT
                70. SO_MATCH_EVENT
                71. SO_SLOPE_FLOOR_TO_POINT
                72. SO_SLOPE_CEILING_TO_POINT
                73. SO_TORNADO
                75. SO_AMOEBA
                76. SO_MAX_DAMAGE
                77. SO_RAM_DAMAGE
                80. SO_KILLABLE
                81. SO_AUTO_TURRET
                82. SECT_DAMAGE
                84. WARP_TELEPORTER
                85. WARP_CEILING_PLANE
                86. WARP_FLOOR_PLANE
                87. WARP_COPY_SPRITE1
                88. WARP_COPY_SPRITE2
                90. PLAX_GLOB_Z_ADJUST
                92. SECT_VATOR
                97. CEILING_Z_ADJUST
                98. FLOOR_Z_ADJUST
                99. FLOOR_SLOPE_DONT_DRAW
                100. SO_SCALE_INFO
                101. SO_SCALE_POINT_INFO
                102. SO_SCALE_XY_MULTIPLY
                103. SECT_WALL_MOVE
                104. SECT_WALL_MOVE_CANSEE
                106. SECT_SPIKE
                108. LIGHTING
                109. LIGHTING_DIFFUSE
                110. VIEW_LEVEL1
                111. VIEW_LEVEL2
                120. VIEW_THRU_CEILING
                121. VIEW_THRU_FLOOR
                132. BREAKABLE
                132. BREAKABLE_SPRITE
                133. QUAKE_SPOT
                134. SOUND_SPOT
                135. SLIDE_SECTOR
                136. CEILING_FLOOR_PIC_OVERRIDE
                140. TRIGGER_SECTOR
                141. DELETE_SPRITE
                143. SECT_ROTATOR
                144. SECT_ROTATOR_PIVOT
                145. SECT_SLIDOR
                146. SECT_CHANGOR
                147. SO_DRIVABLE_ATTRIB
                148. WALL_DONT_STICK
                149. SPAWN_ITEMS
                150. STOP_SPOUND_SPOT
                202. BOUND_FLOOR_BASE_OFFSET
                203. BOUND_FLOOR_OFFSET
                500-596: SECT_SO_BOUNDING
                1000. MIRROR_CAM
                1002. AMBIENT_SOUND
                1005. ECHO_SPOT
                1006. DRIP_GENERATOR  

5.2 Sector Tag List
      Here is a list of the sector tags used in the game:

        Sector Triggers
                43. TAG_TRIGGER_MISSILE_TRAP
                116. TAG_LEVEL_EXIT_SWITCH
                206. TAG_SECTOR_TRIGGER_VATOR
                210. TAG_LIGHT_TRIGGER
                211. TAG_TRIGGER_EVERYTHING
                212. TAG_TRIGGER_EVERYTHING_ONCE
                216. TAG_SPAWN_ACTOR_TRIGGER
                217. TAG_SECRET_AREA_TRIGGER
                240. TAG_SPRING_BOARD
        Sine wave floor or ceiling
                400. TAG_SINE_WAVE_FLOOR
                420. TAG_SINE_WAVE_CEILING
                440. TAG_SINE_WAVE_BOTH
        Sector Object Tags
                501. TAG_OBJECT_CENTER

5.3 Wall Tag List
      Here is a short list of the Wall Tags that are used in the game:

        Sine wave wall effect
                300. TAG_WALL_SINE_Y_BEGIN
                301. TAG_WALL_SINE_X_BEGIN
                302. TAG_WALL_SINE_Y_END
                303. TAG_WALL_SINE_X_END
        Other Wall Tags
                305. TAG_WALL_CLIMB
                306. TV_CAMERA_SCREEN
                307. TAG_WALL_BREAK
                900. TAG_WALL_PLAY_SOUND
        Sector Object Wall Tags
                500. TAG_WALL_LOOP_DONT_SPIN
                501. TAG_WALL_LOOP_REVERSE_SPIN
                502. TAG_WALL_LOOP_SPIN_2X
                503. TAG_WALL_LOOP_SPIN_4X
                504. TAG_WALL_LOOP_OUTER
                507. TAG_WALL_LOOP_DONT_SCALE
                508. TAG_WALL_LOOP_OUTER_SECONDARY
                550. TAG_WALL_ALIGN_SLOPE_TO_POINT

5.4 Level Credit List
      This is a list of every level in the registered version of Shadow
      Warrior, and the credits for the level designers.

    1. Seppuku Station
       Finished/Modified by Stephen Cole
       Started by Randy Pitchford
       FILENAME: $bullet.map

    2. Zilla Construction 
       By Stephen Cole
       FILENAME: $dozer.map

    3. Master Leep's Temple
       By Keith Schuler
       FILENAME: $shrine.map

    4. Dark Woods of the Serpent
       Finished/Modified by Keith Schuler
       Started by Randy Pitchford
       FILENAME: $woods.map

    5. Rising Son
       By Keith Schuler
       FILENAME: $whirl.map

    6. Killing Fields
       By Stephen Cole
       FILENAME: $tank.map

    7. Hara-Kiri Harbor
       By Stephen Cole
       FILENAME: $boat.map

    8. Zilla's Villa
       By Stephen Cole
       FILENAME: $garden.map

    9. Monastery
       By Stephen Cole
       FILENAME: $outpost.map

    10. Raider of the Lost Wang
        By Stephen Cole
        FILENAME: $hidtemp.map

    11. Sumo Sky Palace
        Finished/Modified by George Broussard
        Started by Randy Pitchford
        FILENAME: $plax1.map

    12. Bath House
        By Keith Schuler
        FILENAME: $bath.map

    13. Unfriendly Skies
        Finished/Modified by Keith Schuler
        Started by Jim Norwood
        FILENAME: $airport.map

    14. Crude Oil
        Finished/Modified by Stephen Cole
        Started by Eric Reuter
        FILENAME: $refiner.map

    15. Coolie Mines
        Finished/Modified by Keith Schuler
        Started by Eric Reuter
        FILENAME: $newmine.map

    16. Subpen 7
        Finished/Modified by Stephen Cole
        Started by Eric Reuter
        FILENAME: $subbase.map

    17. The Great Escape
        Finished/Modified by Keith Schuler
        Started by Eric Reuter
        FILENAME: $rock.map

    18. Floating Fortress
        Finished/Modified by Keith Schuler
        Started by Jim Norwood
        FILENAME: $yamato.map

    19. Water Torture
        By Keith Schuler
        FILENAME: $seabase.map

    20. Stone Rain
        Finished/Modified by Keith Schuler
        Started by Jim Norwood
        FILENAME: $volcano.map

    21. Shanghai Shipwreck
        Finished/Modified by George Broussard
        Started by Randy Pitchford
        FILENAME: $shore.map

    22. Auto Maul
        By Keith Schuler
        FILENAME: $auto.map

    23. Heavy Metal [DM]
        By Stephen Cole
        FILENAME: tank.map

    24. Ripper Valley [DM]
        By Keith Schuler
        FILENAME: $dmwoods.map

    25. House of Wang [DM]
        By Keith Schuler
        FILENAME: $dmshrin.map

    26. Lo Wang Rally [DM]
        By Stephen Cole
        FILENAME: $rush.map

    27. Ruins of the Ronin [CTF]
        By Stephen Cole
        FILENAME: shotgun.map

    28. Killing Fields [CTF]
        By Stephen Cole
        FILENAME: $dmdrop.map

5.4 Palette Listing

    0  Default (no palette adjustment)
    1  Fog (White) Haze
    4  Dark Gray
    5  Heat (Red) Haze
    7  Gray Swap - Brown
    9  Water (Blue) Haze 
    11 Green
    13 Blue
    14 Red
    16 Blue Swap - Tan
    17 Blue Swap - Gray
    18 Blue Swap - Purple
    19 Blue Swap - Cool Red
    20 Blue Swap - Yellow
    21 Blue Swap - Olive
    22 Blue Swap - Green    
    24 Blue Swap - Orange/Brown
    25 Blue Swap - Warm Red
    26 Blue Swap - Dark Gray
    27 Blue Swap - Avocado
    28 Blue Swap - Deep Blue
    29 Blue Swap - Bright Orange
    32 Night Vision

===============================
6: UTILITIES FOR SHADOW WARRIOR
===============================
The Utilities described in this section, allow you to change all kinds of
things in Shadow Warrior.

6.1 Editart
      Editart can be found on the Shadow Warrior CD under the /GOODIES/BUILD
      directory.  Editart must be installed into a directory with all of the
      .ART files extracted from the .GRP file.  There are a total of 25 .ART
      files (TILES000.ART-TILES024.ART), and they take up about 25 MB of disk
      space, so make sure you have enough space to place them in your
      directory!

  6.1.1 Editing Your Own Tiles
          At first, Editart can seem to be quite impossible to understand, and
          quite confusing to navigate around in.  But after some use with it,
          you will find that it is quite easy to use.

        Editing Existing Tiles
        ----------------------
        To edit existing tiles, start up Editart and go to the tile you want
        to change.  You can do this by either pressing [G] and entering the
        number of the tile, pressing [PGUP] or [PGDN] to get to your tile, or
        by pressing [V] and choosing the tile you want to edit by means of a
        tile selection screen (just like in BUILD).  Once the tile you want to
        change has been selected, you can press [F12] to take a screenshot of
        the tile, or you can edit it within Editart itself.

      * If you choose to take a screenshot:
        Edit the tile in your favorite painting program, save it, enter
        Editart once again, select the tile you edited, press [U], select the
        file you saved your tile as (.pcx or .bmp only I think) and select the
        tile with the mouse and press [Enter].  The tile will now be updated
        with your new artwork.

      * If you choose to edit the tile in Editart:
        Select the tile to be edited.  Edit the tile to your liking (please
        look at BUILDHLP.EXE for the keys to Editart).  Now when you change
        tiles, it will ask you if you want to save the current tile.  If you
        like your changes, press [Y], but if you do not want to save your
        work, press [N].

6.2 GRP Utilities
      These utilities can be found on your SW CD under /GOODIES/BUILD.  They
      allow you to extract things from the SW.GRP file (kextract) and put
      together your own .GRP file (kgroup).

  6.2.1 Kextract
          Kextract is a nice little program that will bring out every object
          in the SW.GRP file.  This includes all of the .art files, .map
          files, .voc files, .mid files, and there are some more.  I would not
          suggest you use kextract to extract all of the files.  It takes up a
          TON of disk space and it puts about 2000 (If I remember correctly)
          files on your disk.  If you want to fool around with that many files
          and that much disk space having been wasted, go right ahead.  But
          all I usually extract is the .map files (for reference when making
          my own levels) and the .art files (for use in Editart).  The usage
          for this program is this:
 
          Kextract sw.grp [files you want to extract]

          This program must be in the same directory as SW.GRP in order to
          work properly.

  6.2.2 Kgroup
          Kgroup is also a nice little program that compiles your own .grp
          files for future use or distribution.  The usage for this program is
          this:

          Kgroup [grouped file] [@file or filespec...]

6.3 RTSMaker
      With this utility, it is possible to make your own Remote-Ridicule
      sounds for use in game play.  All you have to do is follow a couple
      of steps and you can have your own sounds ready for taunting your
      enemies in Wang-Bang!

      This program, as well as a sample script file, can be found in
      /GOODIES/RTSMAKER on your SW CD.  The usage for this program is this:

            RTSMAKER [nameofscriptfile] - This compiles an RTS file
            RTSMAKER -u [nameofscriptfile] - This unpacks an RTS file

      The script file format is as follows:
            <Name of RTS file>
            <VOC or WAV file 1>
                    .
                    .
                    .
            <VOC or WAV file 10>

      You can make such script files in any text-editor.  Look at sample.txt
      for an example of how to do this.

===============        
7: FINISHING UP
===============
7.1 MAP Authoring Template
      The map authoring template is a small text file that tells others about
      your map, what the story line is (if any), whether there is new art,
      music, SFX, or effects (by editing the .CON files), and other useful
      information.  One has been included with this ZIP file, under the name
      TEMPLATE.TXT.  Fill this out before sending your level to any site for
      uploading!  It is very useful!

7.2 Uploading Your Level
      The final step is to upload your level.  Here are some good places
      to upload them:

      Upload them to:
        http://www.wangsdojo.com - The best SW site there is...