Appendix A. Complete List of TID's TID ITEM AREA/USE 1 X_MapSpots 3 Teleport Spots at Start of Level, The Left Has Only Fighter Class Flag, Middle Has Cleric Class Flag, Right Has Mage Class Flag. 2 Pot, Icicle These are the epicenter for 1st Eartquake 3 Rocks at Big Waterfall These are used to play the WaterMove sound at in Script 253 4-6 X_MapSpots Random spots for Rocks to fall in Fancy Eartquake Script 32 7 Fire Gargoyles These have Dormant Flag. Script 32(Fancy Earthquake) activates them(makes them 'Hatch') with Thing_Activate(7); 8-13 X_MapSpots These are the landing spots for teleporting back and forth under the Waterfalls. Script 253 also plays the sound Watermove at these 14-17 X_MapSpots These are the teleport landings for above the Waterfall 18-20 X_MapSpots The GlassShatter Sound is played at these in Script 35(Breaking Glass) I also project some Broken Glass at these 21-23 X_MapSpots BrokenGlass is projected from these in Script 35 24,25 X_MapSpots Used for Both the Sound and Projecting Rocks in the Breaking Wall, Script 36 26 X_MapSpots Used for Both the Sound and Projecting Glass in the first Glass Ceiling Room, Script 37 27 X_MapSpots Used for the Spawn Spots for the Fire Gargoyles in the first Glass Ceiling Room, Script 37 28 X_MapSpots Used for Both the Sound and Projecting Glass in the Second Glass Ceiling Room, Script 37 29 X_MapSpots Used for the Spawn Spots for the Ettins in the Second Glass Ceiling Room, Script 37 30,31 X_MapSpots Large Stained Glass Windows Sound Spots 32,33 X_MapSpots Large Stained Glass Windows Glass Spots Appendix B. Sector Tags TAG AREA/USE 30,31 Alternating Sectors in the Waggle Pond, Script 31 32,33 These Sectors Lower Instant in the Fancy Earthquake, Script 32 34,35 These Sectors Lower Value(random value) in Fancy Earthquake, Script 32 36 The Lift behind the Waterfalls, It Waggles, Raises then Lowers Script 33 37 1st Sector in the Sewer, The Ceiling Lowers so that you cannot get out the way you came in. When switch is thrown, this sector's floor texture is changed to Sludge and it raises giving impression that Sludge is rising, Script 34 Floor_RaiseAndCrush 38 Main Sewer floor. When Switch is thrown, this sector's floor texture is changed to Sludge and it raises giving impression that Sludge is rising, Script 34 Floor_RaiseAndCrush 39 Last sector in Sewer. It's Floor changes and the Sector raises. This on is triggered by Floor_RaiseByValue instead of Floor_RaiseAnd Crush because the cieling is higher. It also has a slower speed(4 instead of 8) to allow time to escape. Script 34 40 The Door at the exit of the Sewer, Raised by Script 34 41-43 Breaking Stained Glass sector, lowered instantly by Script 35 44,45 Breaking Wall Sector, lowered instantly by Script 36 46 1st Breaking Stained Glass Ceiling, changed to F_SKY by Script 37 47 2nd Breaking Stained Glass Ceiling, changed to F_SKY by Script 37 48,49 Large Breaking Stained Glass Sectors Appendix C. Line ID's (set by Line_SetIdentification) ** Note, I'll refer to these as LID, as opposed to TID ** LID AREA/USE 1-5 Used for the Planet, Gem Puzzle 6 Lines in Sewer. Switched to flowing when switch is thrown. setlinetexture( 6, SIDE_FRONT, TEXTURE_MIDDLE, "x_swr1"); in Script 34 ^^^ 7 Korax's Face. Used for the outer wall to change it's texture from Korax's face to an open circle setlinetexture( 7, SIDE_FRONT, TEXTURE_MIDDLE, "CASTLE09"); in Script 39 ^^^ 8 Korax's Face, Fire. Used to change the texture of the Fire as Korax is speaking in Script 39. This line is directly behind the one with LID 7 Appendix D. Common Mistakes, Questions, Problems, Etc. 1. Delay, Delay, Delay -- Use Tons of Delays, not using them can cause things to overlap and not work properly 2. Q: I have Scripts in my level, but when I start Hexen it just locks up. A1: Look for Open script that Restarts without a Delay(Delay, Delay, Delay) A2: Look for a looping statement that cannot end