
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

