Contents
ROTT Mapper Deluxe 3

Introduction

Tutorial

Features

Background Tile List

Foreground Tile List

Error List

How to Register


Introduction

ROTT Mapper Deluxe was designed for the creation of normal and combat levels for the registered version of Rise of The Triad.  It was also designed to offer powerful features, speed, and ease of use.

If you’ve already had experience creating levels using other editors, you may wish to skip to the Features section of this help file and begin exercising your creativity.  Otherwise, take a look at the Tutorial section for a simple, step-by-step overview of how a level is actually created.

“Go for it!”

Note: This program is in no way associated with or supported by Apogee Software, Ltd.  Please direct all questions and comments to Cody Ellsworth (DARIMAR) on America Online, or send mail to

ROTT Mapper Deluxe

c/o Cody Ellsworth

497 West 2280 North

Lehi, UT 84043.


Tutorial

Step 1: Configure map settings

1.	Choose Map Name from the Edit menu.  Enter the name of your map and choose OK.

2.	Choose Map Settings from the Edit menu.  You can customize your map settings by modifying the existing values, or choose OK to accept the defaults.  For example, if you want to include lightning effects for this level, check the Add Lightning box.

3.	Choose OK when you are done customizing your settings.  Notice the tiles that appeared at the top left of the map.  This is how the map settings are configured.  You can modify these settings during normal editing, however it is advised that you use only the Map Settings feature in order to maintain a standard for all maps.

Step 2: Simple editing

1.	From the Tile Palette, click on background tile number 5.  The tile number will appear on the caption as you move your mouse inside the window.  After clicking, a yellow square will appear around tile 5, indicating that it is the current tile used for drawing.

2.	From the tool bar, click on the Square button.  Now move the mouse to an area on the map where you want a room.  (You can use the scroll bars to scroll the map if you wish).

3.	Click and hold the left mouse button on the cell where you want the upper left corner of the room.  Then, while still holding the left button, drag the mouse down and to the right.  Notice the inverted rectangle indicating the size of the room to be drawn.  Continue dragging the mouse until the room is the desired size (about 5 x 5 would be good), and release the mouse button.  You will see the walls drawn with the current wall tile.

4.	From the Tile Palette, click on tile 114.  This will be used to fill in the floor.

5.	From the tool bar, select the Area Fill button.

6.	Click inside the room and it will instantly be filled.  Be careful not to click outside of the room or the entire map could be filled.

7.	If you make a mistake, click on the Undo button (red arrow) from the tool bar and your changes will be reversed.

Step 3: Where am I

Before you can start the map, you need to specify a location for your player to begin.

1.	From the tool bar, select the foreground set 1 (FG 1).

2.	From the Tile Palette, select tile number 21 (the “P1” down arrow).  Note: in Combat games, use FG tiles 274-277.

3.	Click on a cell at the top-center of the room, and the arrow will appear in the cell.

Step 4: Adding Stuff

At this point we could save the map and try it out.  However, there would be nothing to do but wander around an empty room, shooting at walls with your pistol (boring!).  So let’s add some stuff....

1.	From the Tile Palette, click on foreground tile 52 (the Heat Seeker!) and place it in the room  by clicking on one of the cells.  You should see a heat seeker graphic appear in the selected cell.

2.	Now we’ve got a weapon, but we also need something to shoot at.

3.	From the Tile Palette, click on foreground tile 109 (north-facing low guard) and place it somewhere in the room.

Step 5: Saving

Now that we have a room with a weapon and something to shoot at, let’s save the map and try it out.

1.	From the tool bar, click on the Save button (arrow pointing to a disk).  A dialog will appear asking you to specify a filename.  Enter a new filename (such as TUTORIAL.RTL) and choose OK.  If the file does not exist, you will be prompted to create it.  Choose Yes.

Note: If Find Errors on Save is checked on the Options menu, you may recieve a warning.  If you do, correct any problems and repeat step 1.

2.	Now a dialog appears containing a list of maps.  If you created a new map file, the list will contain 100 empty maps (0-99).  Click on a map (preferably an empty one) and choose OK.  The map will be saved.

3.	Now we can exit RMD and try out our map using the SETUP.EXE program.

Step 6: Testing the Level

1.	From a DOS prompt, change to the directory where ROTT is located.

2.	Type SETUP.EXE and press the enter key.

3.	Choose Use Alternate Stuff.

4.	Select Choose Alternate Game Levels or Choose Alternate Battle Levels depending on whether your level is designed for normal games or battles (RTL/RTC).

5.	Select the filename that your custom level is saved in and press the Esc key until you return to the main menu.  Note: You may have to choose Change Alternate Directories and specify a different location if your level is saved in a directory other than where SETUP.EXE is located.

6. 	From the main menu, choose Save and run ROTT.

7.	Now, when the game is loaded, you can start a new game or a combat game to play your level.  You may have to repeat this process several times if your map contains errors or doesn’t function the way you like.

Step 7: Loading

After trying out your map, you can load it again and continue making changes.

1.	From the tool bar, click on the Open button (yellow folder) .  Select the file you saved your map to and choose OK.

2.	Now select your map from the map list and choose OK.

3.	Your map should now be ready to work on again.

Switches and Touchplates

Switches and Touchplates can control the activation of items like fire chutes, pushwalls, path-following spin blades, and doors.  The steps to adding a touchplate or switch-controlled item are basically the same for all items.

1.	Add the item to the map (we’ll use a door).  Select BG tile 90 and add it to a wall on the map.  Make sure there is a room on the other side.

2.	Select FG tile 68 and place it somewhere in the room.  Take note of it’s X and Y coordinates,  shown on the status bar.

3.	Hold down the Shift key and double-click the left mouse button on the cell containing the door.  Select the radio button next to X Location and enter the X and Y coordinates for the touchplate. Choose OK.

4.	That’s it.  When you play the level, the door will only open after stepping on the touchplate.  It works the same for fire chutes and everything else that can be activated by a switch or touchplate.

Pushwalls

Pushwalls are normal walls that can be pushed in a specific direction.  Pushwalls not activated by a switch or touchplate travel only two cells in the starting direction (indicated by FG tiles 72, 74, 76, and 78 for cardinal directions, and tile 80 for any direction).

1.	To add a pushwall, choose a wall tile that separates to rooms (we’ll use an East wall), then add FG tile 72 (East Path) to that cell.

Again, make sure there is a room on the other side for the wall to open into.

2.	For pushwalls activated by swith or touchplate, if no other path arrows lay in the pushwall’s  immediate path, it will travel in the original direction for two cells and stop.

Timed events

Certain events can be activated after a certain time period.  For example: a door can be made to open only after five minutes has passed from the start of the game.  Or a fire chute can be activated two minutes from the start of the game and turn off two minutes following.

1.	Add a door to the map that will open into a room.  Take note of the X and Y coordinates for later reference.

2.	Edit the  attributes for the cell containing the door (using Shift+Left Double-Click).

3.	Enter the amount of time before opening in the Minutes and Seconds fields (1 and 0 would be good).

4.	Choose OK.

5.	If you want the door to close after a certain time period, edit a cell in front or behind the door  and enter the amount of time before closing.

6.	Choose OK.

7.	Now select FG tile 121 and place it somewhere in the top-left corner of the map.  Do not replace any existing map settings cells.

8.	Edit the cell and place the X and Y coordinates of the door in the X and Y edit fields.

9.	Choose OK.

If you need further guidance or ideas, load the maps in the EXAMPLE.RTL file included with this program.  For a more detailed description of the workings of a ROTT map, find the file ROTSPEC1.ZIP, available on most BBSs.


Features

File

New

Open

Other Map

Random

Save

Save As

Last Map

Exit

Edit

Undo

Cut

Copy

Paste

Find/Replace

Go To Cell

Flip

Edit Cell

Map Name

Map Settings

View

Tile Sets

Zoom

Show Background

Show Floors

Show Foreground

Show Information

Show Grid

Show Grid Bars

Show Tool Bar

Show Status Bar

Map Information

Tools

Draw

Edit

Fill

Line

Rectangle

Circle

Fill Shapes

Duplicate

Auto Link

Height Adjust

Find Errors

Options

Timed Backup

Save Settings on Exit

Find Errors on Save

Save Current Settings

Help

Contents

Search

About

Miscellaneous Features

B+Left Click

C+Left Click

F+Left Click

H+Left Click

I+Left Click

L+Left Click

Z+Left Click

Right Click

Right Click on Palette window

Ctrl+Right Click

Shift+Left Double Click


File Features

New

Clears the current map from the screen, leaving a new, blank map to work on.

Open

Allows you to specify a map and map file to be viewed or edited.

Other Map

Allows you to select a different map from the current map file.  If no file has been opened, you will be prompted to choose one.

Random

Allows you to create a randomly generated map according to the options you specify.

Type:	Select Game for a normal game or Combat if the level is to be used for Combat games.

Complexity:	Determines how complex the level is to be, ranging from simple (Low) to Complex (High).

Item Count:	Allows you to specify how many items is to be placed in the new level, ranging from few (Low) to many (High).

Enemy Count:	Determines the number of enemies that will appear in the level, ranging from few (Low) to many (High).  Note:  No enemies appear on combat levels even though they exist in the edited level.

Note: the file RANDROTT.EXE and RANDROTT.RTR must be in the same directory as ROTTMD.EXE for this feature to work.

Save

Saves the current map to the same file and map it was opened from.  If it is a new, unsaved map, this option behaves like the Save As feature.

Save As

Saves the current map to the specified file and map.  If you specify a non-existent file, you will be prompted to created it.

Last Map

Shows the name of the map that was last edited.

Exit

Closes ROTT Mapper Deluxe.  If the current map contains unsaved changes, you will be prompted to save them.


Edit Features

Undo

Restores the map to a state prior to the last modification.

Cut

Copies the current selection (see Edit in the Tool Features section) then removes it from the map.

Copy

Copies the current selection (see Edit in the Tool Features section).

Paste

Allows you to paste the last cut or copied range of cells to the map, using the next selected  cell as the upper left corner of the selection.  Note: the current cells contents will be replaced by the pasted cells.  Holding down the Ctrl key when pasting will replace the current cells with the new cells, even if the new cells are blank.

Find/Replace

Allows you to search for a specified tile from one of the three planes and optionally replace it with another tile.  For example: To search for wall #5 and replace it with wall #23, choose Find/Replace from the Edit menu and make sure the Background radio button is selected.  Then enter 5 in the Tile Number box and enter 23 in the Replacement box.  Now click on Find Next.  If there is a wall #5 to be found, the map will be automatically centered on that cell.  You can now choose Replace to replace just that occurance, or Replace All to replace all occurances.

Go To Cell

Redisplays the map with the specified cell in the center.

Flip Left-Right/Top-Bottom

Flips the current selection of cells from left to right or from top to bottom.

Edit Cell

Allows you to edit a cell using specified X and Y coordinates (See Shift+Double Left Click in the Miscellaneous Features section below for more information).

Map Name

Allows you to change the name of the current map.

Map Settings

A simple method for specifying global setting for the current map.  Hint: to look up a specific tile by number, use the buttons at the top of the dialog to bring up the desired tile set.

Floor Tile:	Enter the number for the tile you want to use for the map’s floor.

Ceiling Tile:	Enter the number for the tile you want to use for the map’s ceiling, or choose a sky tile if you do not want a ceiling.

Brightness Level:	Controls how bright the lighting is, 1 being the darkest.

Light Fade Rate:	Determines how far light will “travel” before diminishing, 1 being the fastest.

Level Height:	The height of the walls.  For example: a value of 1 here would mean the walls extend upward approximately eight feet.  A value of 2 would be sixteen feet, and so on.

Ceiling Height:	The height of the ceiling or sky.

Song:	The number of the song to be played when the level starts.

Light Illuminates Walls:	If this box is checked, light from lamps, etc. will illuminate the surrounding walls.  You cannot use this option if fog is included.

Add Fog:	Check this box if you want the level to appear foggy.  This option cannot be used together with Light Illuminates Walls.

Combat Safe Mode:	Checking this box causes all Pushwalls used in the level to be activated at the beginning of a combat game.  This is in case a player happens to appear within a room where the only exit is a pushwall that is activated from the outside only.  It is mainly used for designing maps not intended for combat play.


View Features

Tile Sets

Allows you to view tiles from the various sets.

Zoom

Allows you to specify how large or small each cell is displayed.  Use the Custom option for  more flexibility.

Show Background

If this option is not checked, tiles used in the background sets (like floors and walls) will not be shown.

Show Floors

Show or hide floor tiles (background tiles 108-152).

Show Foreground

If this option is not checked, tiles from the foreground sets (like weapons and enemies) will not be shown.

Show Information

If this option is not checked, cell information (like object height and target cells) will not be shown.

Show Grid

Displays or hides the cell grid.

Show Grid Bars

Displays or hides the bars showing the cell coordinates.

Show Tool Bar

Displays or hides the tool bar.

Show Status Bar

Displays or hides the status bar.

Map Information

Displays the number of various items on the current map.


Tool Features

Draw

Make modifications to individual cells.

Edit

This mode allows you to modify the contents of the map by selecting a range of cells.  To do this while in Edit mode, move the mouse to the cell you wish to start the range and click the left mouse button.  Now, while holding down the left button move the mouse to the cell you wish to end the range.  Notice the rectangle that is drawn, showing the current selection.  When you have selected all the desired cells, release the mouse button and the range will be indicated by an inverted block of cells.  Now you can Cut, Copy, Paste or Flip the cells (see Edit Features above).

Fill

Performs complex fills using the current tile from the current tile set.  For example, you can fill a oddly shaped room with a specified floor sound tile, and then fill it will monk crystals.

Line

Alows you to draw lines using the current tile.  To draw a line, click and hold the left mouse button and begin moving the mouse in the direction you want the line to be drawn.  Then release the button when the desired shape has been achieved.

Rectangle

Draw a rectangle using the specified tile.  To draw a rectangle, click and hold the left mouse button and begin dragging the mouse in the direction you want the rectangle drawn.  Then, when the desired shape has been achieved, release the mouse button and the rectangle will be drawn.

Circle

Allows you to draw a clircle using the current tile.  To draw a circle, click and hold the left mouse button and move the mouse away from the starting cell.  An inverted circle will be drawn from the center outward, indicating the current size of the circle.  When the desired shape has been achieved, release the left mouse button.

Fill Shapes

Applies to the circle and square tools.  When these are drawn, they are drawn with the inside areas filled with the currently selected tile.

Duplicate

Duplicate tiles in one of the four directions the specified number of times.  For example, to draw  a wall for a hallway twenty-five cells long using the current wall tile, choose Duplicate from the Tools menu, then choose a direction you wan the hall to run.  When the dialog appears, enter 25 and choose OK.  Now click on the cell where you want the hall to begin.  The wall will be instantly drawn for you.

Auto Link

Use the Auto Link feature to autmatically link tiles to a specified cell.  This can be handy if you want a large number of objects to be triggered by the same touchplate or switch, for example.  To activate Auto Link, choose Auto Link from the Tools menu and enter the X and Y coordinates for the desired cell.  Then make sure the check box for Use Auto Link is checked and choose OK.

Height Adjust

Automatically sets the height for objects such as GADs (Gravitational Anomaly Disks), weapons, and other items.  To activate automatic height adjustments, choose Height Adjust from the Tools menu.  Enter the Story and Fraction values and make sure Use Height Adjustments is checked.  Remember, 1 Fraction is 1/16 of a story.  Now, whenever you place an item on the map, it’s height will automatically be set.  If you want the height to increase or decrease for each item, enter the desired values for Story Increment and Fraction Increment, and make sure Use Incrementors is checked before dismissing the dialog.  Also, check the box labeled Adjust for GADS to have RMD automatically adjust the height of Gravatational Anomoly Disks so that the top of the disk is even with the level you specified.  Note: if Use Height Adjustments is not checked, you will not be able to use incrementors.

Find Errors

Attempts to locate errors with the current map that could cause problems when you play it.  To quickly jump to a listed error, select the error from the list and choose Go To.  Note: This button is only available when appropriate.  (See also Error List  below).


Options


Help Options

Contents

Brings up this help file.

Search

Allows you to search through this help file using a keyword.

About

Brings up the dialog where you can enter your Personal Identification Number when registering.  See How to Register.


Miscellaneous Features

B+Left Click

Hold down the B key when clicking on a cell to use that background tile for drawing.

C+Left Click

Hold down the C key when clicking on a cell to center the map on that cell.

F+Left Click

Hold down the F key when clicking on a cell to use that foreground tile for drawing.

H+Left Click

Hold down the H key when clicking on a cell to activate the Height Adjust feature using that cell’s height information.

I+Left Click

Hold down the I key when clicking on a cell to use that information tile for drawing.

Z+Left Click

Hold down the Z key when clicking on a cell to zoom in on that cell.  The selected cell will be centered in the view area.

Right Click

During editing, the right mouse button will clear the contents of the cell for the current tile set only.  For example: if you are using a wall tile from set 1 and make a mistake, you can use the right mouse button to erase only the background tiles from the desired cells.  See also Ctrl+Right Mouse Button below.

Right Click on Palette Window

Right click on a tile in the palette window to see an enlarged view of that tile.

Ctrl+Right Click

During editing, holding the Ctrl key down while using the right mouse button works much the same as just using the right mouse button.  The difference is, all information from the selected cell will be erased, not just from the current tile set.

Shift+Double Left Click

Holding Shift and double clicking the left mouse button on a cell brings up the attributes for that cell:

Background Tile:	The background tile used.

Foreground Tile:	The foreground tile used.

Info Tile:	The info tile used.

Song:	The song to be played (used for map settings).

Exit to Level:	Zero based number representing the level to exit to.  If you wish to end the game here, enter 255.

Story:	Height of object in stories.

Story Fraction:	Height of object in 1/16 of a story.

X Location or Minutes:	X coordinate of target cell or minutes for timed event.

Y Location or Seconds:	Y coordinate of target cell or seconds for timed event.


Background Tile List
Background Tile List Summary

0	Blank tile

1	Brown stone wall 1

2	Brown stone wall 2

3	Brown stone wall 3

4	Brown stone wall 4

5	Monastery wall 1

6	Monastery wall 2

7	Monastery wall 3

8	Monastery wall 4

9	Brown slab wall 1

10	Brown slab wall 2

11	Fire chute

12	Fire chute target

13	Reddishbrown brick wall 1

14	Reddish-brown brick wall 2

15	Reddish-brown brick wall 3

16	Reddish-brown brick wall 4

17	Brown brick large bottom wall 1

18	Brown brick large bottom wall 2

19	Brown brick large bottom wall 3

20	Brown brick large bottom wall 4

21	Standard metal wall

22	Slotted metal wall

23	Metal wall with triad emblem

24	Four hole metal wall

25	Striped brick wall 1

26	Striped brick wall 2

27	Striped brick wall 3

28	Striped brick wall 4

29	Gray brick wall 1

30	Gray brick wall 2

31	Gray brick wall 3

32	Gray brick wall 4

33	Snake door: Left

34	Snake door: Middle

35	Snake door: Right

36	Gray bumpy stone wall

37	Brown stone wall

38	Dark gray brick wall

39	Brown wall with top stripe

40	Brown/salmon brick wall

41	Brown/gray brick wall

42	Gray stone wall with top stripe

43	Brown brick wall with big top bricks

44	Lava wall

45	Oscuro face fire chute

46	Brown slab wall 3

47	Exit stairs wall

48	Entrance stairs wall

49	Brown bedrock stone wall 1

50	Brown bedrock stone wall 2

51	Brown bedrock stone wall 3

52	Brown bedrock stone wall 4

53	Green brick wall

54	Brown earthen wall

55	Soft brown brick Triad wall

56	Bright brown/orange brick wall

57	Square wood parquet wall

58	Ribbed dark brown wall

59	Brownred wall, top and bottom stripe

60	Gray wood slat wall

61	Gray striated stone

62	Brown patchy stone

63	Brown/gray vertical bricks wall

64	Gray/brown stone wall with top stripe

65	Dark gray, windowed wall 1

66	Dark gray, windowed wall 2

67	Dark gray, windowed wall 3

68	Dark gray, windowed wall 4

69	Brown rock wall 1

70	Brown rock wall 2

71	Brown rock wall 3

72	Map connector tile used in RandROTT Map Templates

73	[Not used]

74	Elevator wall with rail

75	Elevator wall

76	Elevator wall with switch

77	[Not used]

78	Wall Switch (off)

79	Wall switch (on)

80	Brown rock wall 4 (see 69-71)

81	Brown wall with pipes 1

82	Brown wall with pipes 2

83	Brown wall with pipes 3

84	Brown wall with pipes 4

85	Bumpy brown rock wall

86	Dark brown rock wall

87	Gray slab wall

88	Gray slab wall with Triad emblem

89	Metal grating wall

90	Wood split door

91	Triad split door

92	Metal split door

93	Metal downward door

94	Triad door (Locked): Requires gold key

95	Snake circle door (Locked): Requires silver key

96	Metal door (Locked): Requires iron key

97	Snake door (Locked): Requires Oscuro key

98	Maps over to wood door (don't use)

99	Maps to other door

100	Maps to other door

101	Gray Snake circle door

102	Elevator door

103	Maps to other door

104	Maps to other door

105	[Not used]

106	Yellow attention light wall

107	Warning Cross light wall: entering dangerous/optional area

108	Floor sound tiles start

...

152 	Floor sound tiles end

153	[Not used]

154	Wooden tech door: Left

155	Wooden tech door: Middle

156	Wooden tech door: Right

157	High switch (off)

158	Glass window wall: Left

159	Glass window wall: Middle

160	Glass window wall: Right

161	[Not used]

162	Circular grating window wall

163	Circular grating window wall: Broken

164	Arched grating window wall

165	Arched grating window wall: Broken

166	Full grating window wall

167	Full grating window wall: Broken

168	Single window wall

169	Single window wall: Broken

170	Dog wall

171	Peephole wall

172	Arch  (Generally used for exit)

173	Secret arch

174	Barred arch (generally used for exit)

175	High switch (on)

176	Broken glass window wall: Left

177	Broken glass window wall: Middle

178	Broken glass window wall: Right

179	Fence

180	Floors (used in upper left corner of map)

...

195 	Floors (end)

196	[Not used]

197	[Not used]

198	Ceilings (used in upper left corner of map)

...

213 	Ceilings (end)

214	[Not used]

215	[Not used]

216	Light levels: Darkest (used in upper left corner of map)

...

223	Light level: Lightest (end)

224	Metal Triad light wall (one light)

225	Metal Triad light wall (two lights)

226	Metal Triad light wall (three lights)

227	Metal Triad light wall (four lights)

228	Gray stone waterfall

229	“YOU DO NOT BELONG HERE” wall

230	Maps to gray waterfall

231	Metal pneumatic animating wall

232	Chain belt animating metal wall

233	Redhot contained lava wall

234	Sky 1: Stars (use for ceiling--requires level height)

235	Sky 2: Twilight

236	Sky 3: Gray

237	Sky 4: Blue

238	Sky 5: Red

239	[Not used]

240	[Not used]

241	[Not used]

242	Metal wall with animating light strips

243	Exit hallway running lights: left side

244	Exit hallway running lights: right side

245	[Not used]

...

251 	[Not used]

252	Rate tile: Fastest (rate at which light fades to black or fog)

...

267	Rate tile: Slowest


Foreground Tile List
Foreground Tile List Summary

0	Blank tile

Note: Tiles 1-18 modify the Information plane.

1	Pass through top catwalk, perpendicular to wall

2	Place over jump pad for 1time only jumping

3	Place over jump pad to make it a periodicfiring jump pad

4	Top blocking only catwalk frame

5	Bottom blocking only catwalk

6	Bottom and top blocking catwalk

7	Top and middle blocking catwalk

8	Middle blocking catwalk

9	Bottom and middle blocking catwalk

Note: Catwalks can be placed over background tile 21 to make them solid.

10	[Not used]

11	Arch of objects: Put over objects in a line between two jump pads

12	Ray of objects: put over objects leading from a jump pad

13	Sky tile: Put two-deep over floors or walls  (Causes death)

14	Face east arrow: Put over Triad Standards

15	Face north arrow: Put over Triad Standards

16	Face west arrow: Put over Triad Standards

17	Face south arrow: Put over Triad Standards

18	[Not used]

19	Player One Spawn location: North

20	Player One Spawn location: East

21	Player One Spawn location: South

22	Player One Spawn location: West

23	Ceiling lights start

...

26	Ceiling lights end

27	Chandelier

28	Fancy Floor lamp

29	Gold key pedestal

30	Silver key pedestal

31	Iron key pedestal

32	Oscuro key pedestal

33	Dead body

34	Dead body

35	Dead body

36	Monk meal

37	Priest porridge

38	Small monk crystal

39	Large monk crystal

40	1Up

41	3Up

42	Gray brazier

43	Metal light pole

44	Healing basin

45	Empty healing basin

46	Excalibat

47	Statue with knife

48	Pistol

49	MP40

50	Bazooka

51	Firebomb

52	Heat seeker

53	Drunk missile

54	Flame wall

55	Split missile

56	Dark Staff

57	Life item: 1 pt.

58	Life item: 5 pt.

59	Life item: 10 pt.

60	Life item: 25 pt.

61	TNT crate

62	Bonus barrel

63	Brown brazier

64	Fire urn

65	Developer Ball: D

66	Developer Ball: I

67	Developer Ball: P

68	Touchplate: Very visible

69	Touchplate: Fairly visible

70	Touchplate: Slightly visible

71	Touchplate: Not visible

72	Path arrow: East (for walls, enemies, GADs, etc.)

...	Note: Pushwalls must start with North, South, East, or West only.

79	Path arrows: South East

80	Pushwall (Put over wall for pushing)

81	[Not used]

...

88 	[Not used]

89	Four way gun emplacement: Easy

90	Numbers  1: For level height, horizon height, and elevator numbers

...

97	Numbers: 8

98	Switch pillar for Darian

99	BOSS: Darian

100	BOSS: Krist

101	BOSS: El Oscuro

102	BOSS: NME

103	BOSS: Snake Oscuro

104	No Fog Icon: place over light level tile

105	Fog Icon: place over light level tile

106	[Not used]

107	Exit Tile: Next level or teleport in COM-bat

108	Low guard facing east (attack on sound or sight of enemy)

...

111	Low guard facing South

112	Low guard facing East (follow path, leave path on sound or sight)

..

115	Low guard facing South

116	Low guard facing East (wait in ambush until see enemy)

...

119	Low guard facing South

120	Sneaky Low Guard, easy: jump up when enemy approaches

121	Timed event: use in upper corner.  See Tutorial.

122	Random guard: face east

123	      N

124	      W

125	      S

126	Low guard (Hard), Facing east.  Acts on sight or sound

...

137 	Low guard (Hard) (end)

138	Sneaky low guard, hard level

139	Light sourcing icon: put over rate to have lights light up walls

140	Fire chute: Shoot East

141	Fire chute: Shoot North

142	Fire chute: Shoot West

143	Fire chute: Shoot South

144	High guard (Easy), face east.  Acts on sight or sound.

...

155 	High guard (Easy) (end)

156	Spinblade attached to ceiling

157	Spinblade stabber, stabbing from ceiling

158	Patrol robot (Easy), facing east.  Follows path.

...

161	Patrol robot (end).

162	High guard (Hard)

...

173 	High guard (Hard) (end)

174	Spinblade attached to floor

175	Spinblade stabber stabbing from ceiling

176	Patrol robot (Hard), facing East

...

179	Patrol robot (Hard) (end)

180	Strike Team (Easy), facing east

...

191 	Strike Team (Easy) (end)

192	GAS Icon: put on floor, point switch to it, put over doors you

  want to lock when gas released.  Spawns a grate on the floor.

193	Jump pad

194	Raising gun emplacement (Easy), facing east

...

197	Rasing gun emplacement (Easy) (end)

198	Strike Team (Hard)

...

209 	Strike Team (Hard) (end)

210	Scott's Mystical Head.  Give bonus points.

211	Fourway gun emplacement (Hard)

212	Raising gun emplacement (Hard), facing east

...

215	Raising gun emplacement (Hard) (end)

216	Overpatrol (Easy)

...

227 	Overpatrol (Easy) (end)

228	Floor garbage

...

231	Floor garbage (end)

232	Grating on floor

233	Metal scraps

234	Overpatrol (Hard)

...

245 	Overpatrol (Hard) (end)

246	Empty key pedestal

247	Table

248	Stool

249	Brown pillar

250	Gray pillar

251	Dark pillar

252	God Mode Powerup

253	Dog Mode Powerup

254	Mercury Mode Powerup

255	Random Powerup

256	Fast moving wall, facing East (place over wall)

...

259	Fast moving wall (end)

260	Elasto Powerdown

261	Shrooms Powerdown

262	Oscuro Larvae in Egg

263	Collector item (used in Collector and Scavenger games)

264	Tree

265	Plant

266	Urn

267	Statue (without knife)

268	Bed

269	Barrel

270	Bulletproof vest

271	Asbestos vest

272	Gas mask

273	[Not used]

274	Modem/Network player spawn, facing North

...

277	Modem/Network player spawn (end)

278	Rolling Boulder, drops from ceiling and rolls East

...

281	Rolling Boulder (end)

282	Heat pit

283	Triad standard on pole

284	Pit trap

285	Pushpillar (Brown)

286	Pushpillar (Gray)

287	Pushpillar (Dark)

288	Triad Enforcer (Easy)

...

299 	Triad Enforcer (Easy) (end)

300	Moving wall (East)

301	Pathfollowing Ceiling Spinblades (East)

302	Pathfollowing Floor Spinblades (East)

303	Pushpillar (Brown) (East)

304	Pushpillar (Gray) (East)

305	Pushpillar (Dark) (East)

306	Triad Enforcer (Hard)

...

317 	Triad Enforcer (Hard) (end)

318	Moving wall (North)

319	Path-following ceiling spinblade (North)

320	Path-following floor spinblade (North)

321	Pushpillar (Brown) (North)

322	Pushpillar (Gray) (North)

323	Pushpillar (Dark) (North)

324	Lightning Guard (Easy)

...

335 	Lightning Guard (Easy) (end)

336	Moving wall (West)

337	Path-following ceiling spinblade (West)

338	Path-following floor spinblade (West)

339	Pushpillar (Brown) (West)

340	Pushpillar (Gray) (West)

341	Pushpillar (Dark) (West)

342	Lightning Guard (Hard)

...

353 	Lightning Guard (Hard) (end)

354	Moving wall (South)

355	Path-following ceiling spinblade (South)

356	Path-following floor spinblade (South)

357	Pushpillar (Brown) (South)

358	Pushpillar (Gray) (South)

359	Pushpillar (Dark) (South)

360	Death Monk (Easy)

...

371 	Death Monk (Easy) (end)

372	Ceiling firejet

373	Path-following ceiling firejet

...

376	Path ceiling firejet (end)

377	Lightning icon (used for map settings)

378	Death Monk (Hard)

...

389 	Death Monk (Hard) (end)

390	Floor firejet

391	Path-following floor firejet

...

394	Path floor firejet (end)

395	Hole for rolling boulder

396	Deathfire Monk (Easy)

...

407 	Deathfire Monk (Easy) (end)

408	Ballistikraft path-following

...

411	Ballistikraft (end)

412	Ceiling stabbers

413	Ceiling crushing cylinder

414	Deathfire Monk (Hard)

...

425 	Deathfire Monk (Hard) (end)

426	Ballistikraft, path-following (Hard)

...

429	Ballistikraft (Hard) (end)

430	Floor stabbers

431	Floor crushing cylinders (or just lifting if not one tall level)

432	[Not used]

...

449 	[Not used]

450	Number  9 (used for elevator links)

...

457	Number 16

458	[Not used]

459	LAST icon (games ends after this level)

460	[Not used]

461	GAD: Gravitational Anomaly Disk.

462	EGAD: Elevator GAD.  Goes from floor to height.

463	Path GAD (East)

...

466	Path GAD (end)

467	[Not used]


Error List

Below is a list of errors generated by the built in error checker.  Along with the name of the error is a brief description of what the error most likely means.

No reference to switch

A switch has been placed somewhere on the map, but no reference to it has been made.  This includes touchplates as well.

Invalid reference to switch

A reference to a switch has been made; however, the reference specifies a cell that does not contain a switch or touchplate.

Map opens to nowhere

A floor tile, masked wall, or item is not totally enclosed by walls.  You will most often receive this error when a blank tile exists next to a floor tile or item (such as a weapon, etc.).  This is a common reason for the infamous NumLumps error generated by ROTT.

Unenclosed sky tile

A sky tile has not been totally enclosed by walls.  You will receive this error when a blank tile exists next to a sky tile.  This will not usually cause problems when playing the level; however, a player may occasionally “run through” the sky and fall off the map, causing the game to abort with an error.

Path leads to escape for go wall

The defined path causes the associated go wall to travel beyond the maximum boundries for the map.  Paths must always be closed (the item following the path must eventually return to its origin).

Path leads to collision by go wall

The defined path causes the associated object to collied with another object.  While this may not cause errors with the game, it may cause the path-following object to stop in an undesireable location.

Possible collision

See explanation for Path leads to collision by go wall above.

No wall tile specified for go wall

A go wall or turbo go wall tile has been placed in a cell that does not contain a wall tile.

No match to elevator

An elevator has been defined with an ID that does not match the ID of another elevator.  Elevators must always be defined in pairs with matching ID’s.

Too many elevators with the same ID

More than two elevators have been defined with the same ID.

No ID for elevator

An elevator switch has been placed in the map but does not contain an ID.

Object exceeds level height

The height specified for the object is greater then the height of the level (see Map Settings in the Edit section).

Missing or invalid map settings

The map settings either have not been defined, or are not valid (see Map Settings in the Edit section for more information).

Map settings are possibly invalid

The current map settings do not conform to the standard used by ROTT Mapper Deluxe (see Map Settings in the Edit section for more information).

No player spawns present

No player spawn tiles (foreground tiles 19-22 and 274-277) have been found on the current map.

Height cannot be used on background tile

A height value has been specified for a background tile that cannot have it’s height changed.

Number of masked walls exceeds 299

Too many masked walls have been added to the map.  Masked walls are background tiles 157-160 and 162-179.

Number of doors exceeds 149

Too many doors have been added to the map.

Invalid location for item

An item has either been placed on a wall or on an empty tile.

Invalid wall tile for catwalk

An invalid wall tile was placed in the same cell as a catwalk.  Only background tile 21 may be placed with a catwalk.


How to Register

ROTT Mapper Deluxe is considered Shareware and may be freely distributed in it’s original archived format.  You are allowed to use the program for the duration of fifteen days, after which,  you must enter a valid identification number on the About dialog to continue using it. Until ROTT Mapper Deluxe is registered, the About dialog will appear on startup, and you will only be allowed to modify the first three maps in any given map file.

To register your copy of ROTT Mapper Deluxe v3, send $8.00 (US) / $12.00 (Canada) per copy to the following address:

ROTT Mapper Deluxe

c/o Cody Ellsworth

497 West 2280 North

Lehi, UT 84043

If you are currently registered for version 1.x or 2.x, you may become registered for version 3 for only $2.00 (US) / $3.00 (Canada).  When requesting an upgrade, please include your current registration number (found on the About dialog).  Discounts for large quantities are also available.  Send inquiries and comments to the above address, or to DARIMAR on America Online.  If you would like to receive your registration via e-mail, please note that in your request and include your current e-mail address.

Disclaimer

ROTT Mapper Deluxe is distributed “as-is” with no warrantees or guarantees of any kind.  The author will not be responsible for the loss of data or damage to equipment resulting from the use or inability to use this product.