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Map Data Values

The map file format defines a map as a two layer 64 x 64 array of tiles. The layers are called planes in the Wolfenstein source. Each tile is a short word (16 bit). Its value depends on which plane.

Plane 0

Plane 0 defines the walls, doors and floors. The tile value can have the following values:

0 - 63Wall
90 - 101Door
106Floor tile
107 - 143Floor tile

Plane 1

Plane 1 defines all the objects on the map, enemies, health, ornaments, etc. In wl_game.c, the function ScanInfoPlane initialise these objects depending on the value:

Player Start
19Player Start facing north 
20Player Start facing ease 
21Player Start facing south 
22Player Start facing west 
Static Objects
23 - 74Static Objects 
Moving Objects
98Pushable Wall 
180 - 183Standing GuardHard
144 - 147Standing GuardMedium
108 - 111Standing Guard 
184 - 187Patrolling GuardHard
148 - 151Patrolling GuardMedium
112 - 115Patrolling Guard 
124Dead Guard 
188 - 191Standing OfficerHard
152 - 155Standing OfficerMedium
116 - 119Standing Officer 
192 - 195Patrolling OfficerHard
156 - 159Patrolling OfficerMedium
120 - 123Patrolling Officer 
198 - 201Standing SSHard
162 - 165Standing SSMedium
126 - 129Standing SS 
202 - 205Patrolling SSHard
166 - 169Patrolling SSMedium
130 - 133Patrolling SS 
206 - 209Standing DogHard
170 - 173Standing DogMedium
134 - 137Standing Dog 
210 - 213Patrolling DogHard
174 - 177Patrolling DogMedium
138 - 141Patrolling Dog 
106SpectreSoD
107AngelSoD
125TransSoD
142UberSoD
143WillSoD
160FakeHitlerWolf
161DeathSoD
178HitlerWolf
179FatWolf
196SchabbsWolf
197GretelWolf
214BossWolf
215GiftWolf
252 - 255Standing MutantHard
234 - 237Standing MutantMedium
216 - 219Standing Mutant 
256 - 259Patrolling MutantHard
238 - 241Patrolling MutantMedium
220 - 223Patrolling Mutant 
224 - 227GhostWolf

Last updated 7th March 1999
© Copyright 1999 David Haslam dch@sirius.demon.co.uk