Chapter 11

                         Reference lists


This chapter contains useful reference material which you might
even want to print out and keep handy while designing levels.


11.1  List of original levels


I very very often refer to the original levels ("Now just how did
they achieve this neat effect?") but don't know the names and
level numbers by heart.
More info (like par times, etc) can be found in USER.CON, line
325ff).

11.1.1  L.A. Meltdown

E1L1           Hollywood Holocaust

E1L2           Red Light District

E1L3           Death Row

E1L4           Toxic Dump

E1L5           The Abyss

E1L6           Launch Facility (secret)

E1L7           Faces Of Death (multiplayer)

E1L8           User Map (if your map isn't named ExLx.MAP, this
               is where it'll end up)

E1L9           Multiplayer 3 (like User Map)

E1L10          Multiplayer 4 (like User Map)

E1L11          Multiplayer 5 (like User Map)

11.1.2  Lunar Apocalypse

E2L1           Spaceport

E2L2           Incubator

E2L3           Warp Factor

E2L4           Fusion Station

E2L5           Occupied Territory

E2L6           Tiberius Station

E2L7           Lunar Reactor
E2L8           Dark Side

E2L9           Overlord

E2L10          Spin Cycle (secret)

E2L11          Lunatic Fringe (secret)

11.1.3  Shrapnel City

E3L1           Raw Meat

E3L2           Bank Roll

E3L3           Flood Zone

E3L4           L.A. Rumble

E3L5           Movie Set

E3L6           Rabid Transit

E3L7           Fahrenheit

E3L8           Hotel Hell

E3L9           Stadium

E3L10          Tier Drops (secret)

E3L11          Freeway (secret)


11.2  List of tiles


This section contains a list of all tiles in the game, sometimes
with a short explanation.

A number like x,y or x..z denotes an animation sequence.

11.2.1  Control tiles

0              Ugly wall texture
               Default texture when creating new maps - is used
               as a marker to tell you to fix the textures.

1              Sector Effector
               Is invisible at game time, and is used to
               manipulate sectors and cause all kinds of special
               effects. Is usually placed inside the sector to
               effect. See list further on.

2              Activator
               Invisible at game time, use together with switches
               or touchplates to activate sector effectors in the
               same sector.

3              Touchplate
               Invisible at game time, it triggers an activator
               or masterswitch when a player enters the sector
               the touchplate is in.

4              ActivatorLocked
               Invisible at game time. It can be used to toggle a
               sectortag effect (meaning you can, for example,
               toggle the underwater flag of a sector by pressing
               a switch).

5              MusicAndSFX
               Invisible at game time, it handles music and sound
               play.

6              Locator
               Invisible at game time, it's used to define
               movement paths.

7              Cycler
               Invisible at game time, it pulses the light level
               in a sector.

8              MasterSwitch
               Invisible at game time. Triggered by a touchplate,
               it activates the sectortag function or a sector
               effector.

9              Respawn
               Invisible at runtime, it teleports in sprites when
               triggered by a touchplate.

10             GPSpeed
               Invisible at runtime, it sets movement speeds (for
               example, speed of closing doors).

11.2.2  Weapon sprites

21             The pistol.

22             The chaingun.

23             The RPG launcher.

24             The freezer.

25             The shrinker.

26             The pipebomb.

27             The tripbomb.

28             The shotgun.

29             The devastator.

11.2.3  Ammo sprites

37..39         Freezer ammo.

40             Pistol ammo.

41             Chaingun ammo.

42             Devastator ammo.

44             RPG ammo.

46             Shrinker ammo.

47             Box of pipebombs.

49             Shotgun ammo.

11.2.4  Item sprites

51             Small medkit.

52             Large medkit.

53             Portable medkit.

54             Armor.

55             Steroids.

56             Scuba gear.

57             Jetpack.

58             Spacesuit.
               This was evidentially planned as an item, but now
               we can just use it as decoration.

59             Night vision goggles.

60             Access card.
               Change the palette to set the cards color.

61             Protective boots.

100..115 Atomic health.

11.2.5  Special sprites

513            Bridge sprite
               Used to create a walkable bridge like in E1L1 near
               the exit.

11.2.6  Parallax (sky) textures

Note that parallaxed space textures will make the relevant sector
lethal to the player.

80,82,83       Moon surface.
               Can also be used as plain wall texture.

81             Moon surface with earth.
               Can also be used as plain wall texture.

84             Stars.
               Can also be used as plain wall texture.

85..87         Earth from space.
               Can also be used as plain wall texture.

88             Bright star with moon.
               Can also be used as plain wall texture.

89             Dark city scape.

90             Dark city scape, red windows.

91             City scape, lots of lit windows.
92             City scape with advertising (?) sign.

93             Just like 90.
               (Anybody know why? ##)

94             Solid red color.

95             Stars, like those over a desert.

96             City scape with many many lit windows.
               This texture seems messed up - some pink stripes
               are seen.

11.2.7  *Lights*

120            Vertical oval technical light, shootable.

121            Broken version of 120.

122            Horizontal oval technical light, shootable.

123            Broken version of 122.

124            Horizontal rectangular light (two neo tubes),
               shootable.

125            Shot version of 124.

126            Square technical light in four sectors.

127            Wavy technical light.

128            Rectangual technical light, consisting of 3 lamps.

225            Long narrow blue light (up/down), used in windows
               of space station.

229            Like 225, but left/right.

256            Thin horizontal light on gray metal wall.

260...262      Three small, blue, wildly flickering lights.

276            Small blue rectangular light in dark background.

310            Large circular blue light on dark background.

326            Large circular yellow light, fits 325.

11.2.8  Switches

130            Locked access switch (requiring card).

131            Open access switch.

132,133        Horizontal slot switch.

134,135        Vertical slot switch.

136,137        Rotating switch.

138,129        90 degree switch.

140,141        Massive power switch.
142..145       Endlevel switch with animation.

146..149       Multiswitch.

161,163        Red button switch.

164,165        Flat square switch.

166,167        Rotating lit switch.

168,169        Circular lit switch.

170,171        Access switch

11.2.9  Doors

Doors consisting of two tiles are usually splitting doors.

11.2.9.1  Technical doors

150            Rising door with red panel.

151            Door side wall, fits 150.

152,153        Dark door, light row at top and bottom.

154,155        Door with circular pattern.

156            Modern dark blue door.
               Nice multipurpose tile.

157            Sliding door with nuke pattern on it.

158            Solid metal door with cross on it.

159            Narrow steel door with blue grip.

226            Locker door with space logo on it.

227            Locker door like 226, but plain.

242            Standard rising door with yellow/black tracks and
               cross-pattern.

243            Garage door in poor condition, good wall texture
               as well.

11.2.9.2  Normal

245            Light hotel door with small label.

11.2.10  *Floors*

Most of these tiles can be used for walls as well, of course.

181            Smooth modern stone with circle pattern on it.

182            Dark gray tile.
               Useful for kitchen walls.

183            Dark gray tile with grid pattern.

184            Gray modern lined, looks like columns behind bars.

191            Scruffy rectangular tiles.

200..202       Animated green slime.

210            Many light ovals on dark background. Can probably
               be usefully resized.

211            Patterned square stone tiles (gray).

216            Square gray stone tile.

220            Square gray stone tile with rounded edges.

228            Square metal tiles with thin dark border.

315            Dark stone with propeller-pattern grate in it.
               Fits 312.

324            Dark dirty stone with lighter square pattern on
               it.

328            Fancy light/dark patterned stone.

336..338       Animated water.

11.2.11  Walls

While these textures can be creatively used for anything, they
sure look like walls to me.

11.2.11.1  *Machines*

185            Four gray machines with an indirect light above
               them.

186..190       Green pipes on tiles.
               Use 191 for same background without the pipes.

192            Like the tiles from 186, but lit by a single lamp.

222            Technical panel in green machine.

247            Fuse panel (?) set in gray wall. Fits 251.

293            Large monitor.

294...296      Computer side with blinking lights.

297            Computer front with CRT and disk drive.

301            Small monitor.

305            Computer front with red IR camera (?).

309            Black/Yellow striped acces panel, 'DANGER'
               underneath.

327            The movie projector.

345            Metal cut-out with three pipes. Usable as door as
               well.

346            Metal cut-out, fits 345.

347            Metal cut-out with several pipes, fits 345.

11.2.11.2  Space ship hull

233            Light tech wall with green stripe.

234            Manoeuvre thrusters.

235            Solar panels.

236            Triangular pattern.

237            Thick stripe.

248            More hull.

11.2.11.3  *Organics*

329            Empty white holder in green evil-looking wall.

330            Filled version of 329 (corpse in space suit).

333            Green goo growing on gray stone wall (fits 344).

334            Edge of 333.

11.2.11.4  *Air ducts*

341            Hole in air duct wall.

342            Air duct wall.

343            Like 342, with lichens.

11.2.11.5  Modern

204            Dark rounded edge on light gray, use with 205.

205            Two parallel dark stripes on light gray, use with
               204 to create a special wall/door/sign.

207            Gray technical-looking wall with patterned stripe.

209            Similar to 207, but without the stripe.

212..215       Similar to 209.

217            Gray technical wall with two baby-blue (!) stripes
               on it.

223            Dark blue wall with metal rivets and light pipes
               lenghtwise.

224            Barred panel (?) for wall 223.

246            Light wall with embossed arrow pattern.

249,250        Like 246, but overgrown with slime.

251            Light wall with blue strip, lit from small lamps.
               Fits 247.

252            Like 251, but without the lamps.

11.2.11.6  *Metal*

193            Black metal, lit from the upper right.

194            Narrow metal strips, belonging to 193.

244            Dark corrugated metal, lit from lamp above.

255            Light gray wall edge, with a light strip.

257            Gray wall with light strips, fits 255.

286            Dark corrugated metal with x-shaped grid (like
               285).

317            Dark corrugated metal held by horizontal bars.

318            Like 317, but tilted 90 degrees.

322            Horizontal slabs held by fat vertical bars.

323            Outside of trash container.

324            Inside of trash container.

11.2.11.7  *Concrete*

195            Heavy concrete, like inside of factory.

196            Reinforced concrete, fits to 195.

197            Reinforced concrete with lights, fits to 195.

254            Long thin heavy-looking concrete with lichens.

283            Heavily textured concrete with high blue stripe.

284            Heavily textured concrete with low blue stripe.

288            Concrete with vertical iron bars all the way down.

289            Like 288, but with the bars in the lower half
               only.

290            Joins 289 and 291.

291            Like 288, but with blue strip lower.

331            Unstructured red.

335            Rough I-shaped light gray.

340            Horizontal slabs held by vertical stripes.

11.2.11.8  *Stone*

231            Heavy tiled dark stone, with lichen on it.

232            Similar to 232, but patterned.

241            Smooth white stone (marble?).

258            Dark heavy wall with blue light strip on the
               bottom.
259            Plain gray wall in need of cleaning.

278            Heavy gray stone wall, rectangularily textured.

279            Small gray stone texture, fits 278.

280            Small green stone texture, fits 278.

281            Gray stone with A-frame patterns.

282            Gray stone with 279 patterns near the top.

287            Gray stone with column texture, suitable for low
               walls.

292            Dark gray rock held by vertical dark stone
               stripes.

311            Striped gray stone, heavy lichens on it.

312            Like 311, with metal X-grate on it.

313            Like 312, with light in middle of X.

314            Like 312, with light at the top.

319            Gray stone with tulip pattern.

320            Dark wall with fancy pattern in light stone.

321            Similar to 320, looks slightly damaged.

332            Red tiles.

344            Plain gray stone, fits 333.

11.2.11.9  Rock

238            Light rock with vertical dark fissures.

239            Light rock with stones in it, fits 238.

240            Irregular gray rock, could be used as blasted
               stone.

11.2.11.10  *Decoration*

277            Earth Defense Forces logo on gray stone wall.

11.2.12  *Grids*

285            X-shaped modern metal, like 286.

11.2.13  Technical-looking items

11,12          The floating demo recording camera.

203            Computer module with chips on it.

160            Steel pistons with green slime.

11.2.14  *Monitors*

As far as I know, all monitors flicker somewhat and are
breakable.

263            Cityscape with skyscrapers.

264            White map, showing labelled building.

265            Radio dish.

266            The earth.

267            The moon.

268..270       White noise.

271            Computer subway map.

272            Computer floorplan showing 4 circles.

273            Computer floorplan - zoomed version of 274.

274            Computer floorplan.

275            Computer map with target points.

11.2.15  Often-used special textures

70             Broken mirror.
               This texture is set automatically when a mirror is
               broken.

161            Dark door tracks.

198            Milk glass.

230            Invisible forcefield.
               Doesn't hurt you if touched, can be dimmed to
               invisibility.

852            Broken concrete
               Typically used inside blasted holes or damaged
               walls.

11.2.16  Diverse

20             A hollow frame, used in the status bar of the
               game.

30             The health box from the status bar.

31             The ammo box from the status bar.

33             The inventory box from the status bar.

218            Long thin gray metal plate with a rivet in the
               top.

219            Tree trunk.

221            Metal cover with space logo embossed on it.

11.2.17  Unclassified (please assist!)

62             Small red sphere.

63             Small yellow sphere.

64             Small green sphere.

199            Solid light blue.

206            Wall edge?

208            Wall edge? (similar to 206).

253            Long thin texture, door track?


11.3  List of Palettes


Textures and sprites can be set to their own palette via
[Alt]-[P]. The palette info (together with distance shading and
translucence effects) is stored in PALETTE.DAT.

Here's a list of all useful palettes found so far:

0              Default
               The standard palette. Used on a key, it defines a
               blue keycard.

1              Blue
               A sprite with this palette will only appear in
               multi-player mode.

2              Red

3              Normal
               Use this on the floor or ceiling to create non-
               attacking vehicles under parallaxed skies.

4              Special
               Makes sprites solid black - usful for turning
               forcefields invisible, for example.

6              Night-vision

7              Yellow

8              Green
               Changes water to green slime.

10             Red clothing

11             Light green clothing

12             Light gray clothing

13             Dark grey clothing

14             Dark green clothing.
               Set the nukebutton palette to 14 to have it show
               up in the proper 'secret level button' color.

15             Brown clothing.
16             Dark blue clothing.

17             Blue skin, green clothes.
               Nice trooper palette - gives them a blue, alien
               skin.

18             Light gray clothing.

19             Red skin, grey clothes.

20             Blue skin, grey clothes.

21             Red card
               Defines a red keycard. Causes red clothes, too.
               A miniboss is created by setting a BOSS1 to this
               palette.

22             LIght gray clothes.

23             Yellow card
               Defines a yellow keycard.

24             Nice trooper palette - gives them a red and blue
               uniform.

25             Turns accessories red (like money from a
               stripper).

26+            Seems to cause trouble, sometimes the sprite can't
               be changed back.


11.4  List of sounds


Except for some typos and formatting, I took this section
straight from Shane King aka Scatt Man (scattman@bssc.edu.au).
Thanks loads!

11.4.1  Format of this list

Sound Number   Used in build.

Sound Name     This is the name that Duke Nukem uses internally
               to reference the sound.

.VOC file name The .voc files are stored in the duke3d.grp file.

Min/Max frequency adjustment
               A random value between these two limits is chosen
               each time the sound is played.

Priority       If there are too many sounds to be played at once
               the higher (I think) priority sounds get played.

Attributes

                   *  Bit 0 (%) Repeat
                      This sound will be played over and over.

                   *  Bit 1 ($) Ambient Sound
                      This sound can be used as an ambient sound.

                   *  Bit 2 (#) Duke Talk
                      This sound will follow the player.

                   *  Bit 3 (@) Adult Mode
                      This sound will only be played if adult
                      mode is on.

                   *  Bit 4 (!) Random Ambient Sound
                      This sound can be used as a random ambient
                      sound.

Volume adjustment
               Used to make the sound louder or softer.

Sample rate (Khz)
               Multi means the .voc file has multiple blocks.

Description of sound

A + in any section denotes that the section is not defined, hence
following sections are also not defined

11.4.2  The sounds themselves

  + SLIM_PAIN           slimpn        0    0   3 -----    0       +
  0 KICK_HIT            kickhit       0    0   4 -----    0   5.988
    Duke's Mighty foot hits
  1 PISTOL_RICOCHET     ricochet      0    0   0 ----- 4096   5.988
    Pistol ricochet of solid object
  2 PISTOL_BODYHIT      bulithit      0    0   0 -----    0   5.988
    A bullet hits somebody
  3 PISTOL_FIRE         pistol      -64    0 254 -----    0   5.988
    Pistol firing
  4 EJECT_CLIP          clipout       0    0   3 -----    0   5.988
    Duke ejects a used clip
  5 INSERT_CLIP         clipin      512  512   3 -----    0   5.988
    Duke inserts a new clip
  6 CHAINGUN_FIRE       chaingun   -204 -204 254 -----  512  10.989
    Chaingun firing
  7 RPG_SHOOT           rpgfire     -32    0   4 -----    0   5.988
    RPG Firing
  8 POOLBALLHIT         poolbal1      0    0   0 -----    0       8
    A poolball is hit
  9 RPG_EXPLODE         bombexpl  -1024 1024 254 -----    0   multi
    A RPG rocket explodes
 10 CAT_FIRE            catfire     512  768   4 -----    0   5.988
    Freeze Ray Firing
 11 SHRINKER_FIRE       shrinker   -512    0   4 -----    0       8
    Shrinker Ray Firing
 12 ACTOR_SHRINKING     shrink        0    0   2 -----    0       8
    Somebody being shrunk
 13 PIPEBOMB_BOUNCE     pbombbnc      0    0   2 ----- 6144   5.988
    Tink of a pipe bomb bouncing
 14 PIPEBOMB_EXPLODE    bombexpl   -512    0 128 -----    0   multi
    A pipe bomb being detonated
 15 LASERTRIP_ONWALL    lsrbmbpt      0    0   3 -----    0   5.988
    A laser trip bomb being placed on a wall
 16 LASERTRIP_ARMING    lsrbmbwn      0    0   3 -----    0   5.988
    Beeping of a laser trip bomb about to explode
 17 LASERTRIP_EXPLODE   bombexpl   -512    0   4 -----    0   multi
    A laser trip bomb exploding
 18 VENT_BUST           ventbust    -32   32   2 -----    0   5.988
    Breaking a vent or fan
 19 GLASS_BREAKING      glass      -412    0   3 ----- 8192       8
    Glass window being smashed
 20 GLASS_HEAVYBREAK    glashevy   -412    0   3 ----- 8192  11.025
    Glass items being broken
 21 SHORT_CIRCUIT       shorted       0    0   0 ----- 6500       8
    Duke gets an electric shock
 22 ITEM_SPLASH         splash        0    0   2 -----    0   multi
    Item dropped into water
 23 DUKE_BREATHING      hlminhal      0    0 255 --#--    0       +
 24 DUKE_EXHALING       hlmexhal      0    0 255 --#--    0       +
 25 DUKE_GASP           gasp          0    0 255 --#--    0       8
    Duke catching breath after being under water
 26 SLIM_RECOG          slirec06      0    0   3 -----    0  11.025
    Green slime sights Duke
 27 ENDSEQVOL3SND1      KICKHEAD      0    0 254 -----    0  11.025
    Duke kicks bosses head at goal
 28 DUKE_URINATE        pissing       0    0   4 -----    0   5.988
    Duke going to the toilet
 29 ENDSEQVOL3SND2      GMEOVR05      0    0 254 -----    0       8
    Duke "Game over"
 30 ENDSEQVOL3SND3      CHEER         0    0 254 -----    0  11.025
    The crowd cheering Duke
 31 +
 32 DUKE_PASSWIND       +
 33 DUKE_CRACK          WAITIN03      0    0 255 --#--    0       8
    Duke "What are you waiting for, Christmas?"
 34 SLIM_ATTACK         slimat        0    0   3 -----    0  11.025
    Green Slime Attacking
 35 SOMETHINGHITFORCE   teleport      0    0   2 ----- 8192   5.988
    Something hitting a force field
 36 DUKE_DRINKING       drink18    -128  128   2 --#--    0  11.025
    Duke drinking water
 37 DUKE_KILLED1        damn03        0    0 255 -@#--    0       8
    Duke "Damn"
 38 DUKE_GRUNT          exert         0    0   2 --#--    0  11.025
    Duke - Uuugh
 39 DUKE_HARTBEAT       hartbeat      0    0   0 -----    0   5.988
    Duke's heart beating
 40 DUKE_ONWATER        wetfeet       0    0   4 -----    0  11.025
    Duke splashing through water
 41 DUKE_DEAD           DMDEATH     -64   64 255 --#--    0       8
    Duke's death scream
 42 DUKE_LAND           land02        0    0   2 -----    0       8
    Duke Landing on the ground (Not hurt)
 43 DUKE_WALKINDUCTS    ductwlk     -64  128   2 -----    0   multi
    Duke walking in air ducts
 44 DUKE_GLAD           +
 45 DUKE_YES            yes           0    0 255 --#--    0       +
 46 DUKE_HEHE           +
 47 DUKE_SHUCKS         +
 48 DUKE_UNDERWATER     scuba         0    0   2 -----    0   multi
    Duke underwater with scuba
 49 DUKE_JETPACK_ON     jetpakon      0    0   4 -----    0       8
    Duke turning jet pack on
 50 DUKE_JETPACK_IDLE   jetpaki       0    0   1 -----    0       8
    Duke with jet pack on
 51 DUKE_JETPACK_OFF    jetpakof      0    0   2 -----    0       8
    Duke turning jet pack off
 52 LIZTROOP_GROWL      +
 53 LIZTROOP_TALK1      +
 54 LIZTROOP_TALK2      +
 55 LIZTROOP_TALK3      +
 56 DUKETALKTOBOSS      duknuk14      0    0 255 -@#--    0       8
    Duke "I'm Duke Nukem and I'm coming to get the rest of you alien
bastards"
 57 LIZCAPT_GROWL       +
 58 LIZCAPT_TALK1       +
 59 LIZCAPT_TALK2       +
 60 LIZCAPT_TALK3       +
 61 LIZARD_BEG          chokn12       0    0   3 -----    0   multi
    Alien shaking head when not quite dead
 62 LIZARD_PAIN         +
 63 LIZARD_DEATH        +
 64 LIZARD_SPIT         lizspit       0    0   0 -----    0       8
    Lizard spitting at Duke
 65 DRONE1_HISSRATTLE   +
 66 DRONE1_HISSSCREECH  +
 67 DUKE_TIP2           shake2a       0    0 255 --#--    0       8
    Duke "Shake it baby"
 68 FLESH_BURNING       fire09     -256    0   0 ----- 6100   multi
    Fire crackling
 69 SQUISHED            squish        0    0   3 -----    0       8
    Someone is squished
 70 TELEPORTER          teleport      0    0   0 -----    0   5.988
    A teleporter is used
 71 ELEVATOR_ON         gbelev01      0    0   0 -----    0       8
    Elevator is used
 72 DUKE_KILLED3        thsuk13a      0    0 255 -@#--    0       8
    Duke "Uugh, this sucks"
 73 ELEVATOR_OFF        gbelev02      0    0   0 -----    0       8
    Elevator stopping
 74 DOOR_OPERATE1       slidoor    -256    0   0 -----    0  11.025
    Metalic Sliding Door
 75 SUBWAY              subway        0    0   0 -----    0   multi
    A subway train
 76 SWITCH_ON           switch        0    0   0 -----    0   multi
    Click of a switch being used
 77 FAN                 fan           0    0   0 -----    0       +
 78 DUKE_GETWEAPON3     groovy02      0    0 255 --#--    0       8
    Duke "Groovy"
 79 FLUSH_TOILET        flush         0    0   3 ---$-    0   multi
    Toilet being flushed
 80 HOVER_CRAFT         hover         0    0   0 -----    0       +
 81 EARTHQUAKE          quake         0    0   0 -----    0   multi
    Earthquake rumble
 82 INTRUDER_ALERT      alert         0    0   0 -----    0   5.988
    Warning alarm
 83 END_OF_LEVEL_WARN   monitor       0    0   0 -----    0       8
    End of level warning
 84 ENGINE_OPERATING    onboard       0    0   0 ---$-    0   multi
    Low pitched grind of engine operation
 85 REACTOR_ON          reactor       0    0   0 ---$-    0   multi
    High pitched hum of reactor
 86 COMPUTER_AMBIENCE   compamb       0    0   0 ---$-    0  11.025
    Computer operation sound
 87 GEARS_GRINDING      geargrnd      0    0   0 ---$-    0   5.988
    Turning gears grinding together
 88 BUBBLE_AMBIENCE     bubblamb   -256    0   0 ---$-    0   multi
    Water bubbling
 89 MACHINE_AMBIENCE    machamb       0    0   0 ---$-    0  11.025
    Thumping of machine operating
 90 SEWER_AMBIENCE      drip3         0    0   0 -----    0  11.025
    Drip into water
 91 WIND_AMBIENCE       wind54        0    0   0 ---$-    0   multi
    Gust of wind
 92 SOMETHING_DRIPPING  drip3         0    0   0 ----- 9000  11.025
    Loud drip
 93 STEAM_HISSING       steamhis      0    0   0 ----% 8192       8
    Steam hissing from pipe or pot
 94 THEATER_BREATH      +
 95 BAR_MUSIC           barmusic      0    0 254 ---$%    0  11.025
    Dance music in bar (as in bar in e1l2)
 96 BOS1_ROAM           bos1rm        0    0   3 -----    0  11.025
    Boss 1 screaming
 97 BOS1_RECOG          bos1rg        0    0   5 -----    0       8
    Boss 1 sees Duke
 98 BOS1_ATTACK1        chaingun      0    0   3 -----    0  10.989
    Boss 1 using chaingun
 99 BOS1_PAIN           bos1pn        0    0   3 -----    0       8
    Boss 1 in pain
100 BOS1_DYING          bos1dy        0    0   3 -----    0       8
    Boss 1 biting the dust
101 BOS2_ROAM           b2atk01       0    0   3 -----    0  11.025
    Boss 2 screaming
102 BOS2_RECOG          b2rec03       0    0   3 -----    0  11.025
    Boss 2 sees Duke
103 BOS2_ATTACK         b2atk02       0    0   3 -----    0  11.025
    High pitched scream as boss 2 attacks
104 BOS2_PAIN           b2pain03      0    0   3 -----    0  11.025
    Boss 2 in pain
105 BOS2_DYING          b2die03       0    0   3 -----    0  11.025
    Boss 2 dying
106 GETATOMICHEALTH     teleport   2048 2048 255 -----    0   5.988
    Sound when Duke picks up a health atom
107 DUKE_GETWEAPON2     getsom1a      0    0 255 --#--    0       8
    Duke "Come get some"
108 BOS3_DYING          b3die03g      0    0   3 -----    0  11.025
    Boss 3 Dying
109 SHOTGUN_FIRE        shotgun7      0  512 254 -----    0  11.025
16bit
    Shotgun blast
110 PRED_ROAM           roam06        0    0   3 -----    0   multi
    Trooper sees Duke
111 PRED_RECOG          predrg        0    0   3 -----    0   multi
    Trooper sees Duke
112 PRED_ATTACK         gblasr01    256  256   3 ----- 7680       8
    Trooper fires at Duke
113 PRED_PAIN           predpn      200  500   3 -----    0       8
    Trooper screaming in pain
114 PRED_DYING          preddy        0  400   3 -----    0   multi
    Trooper dying
115 CAPT_ROAM           predrm        0  200   3 -----    0   multi
    Lizard Captian roaming
116 CAPT_ATTACK         chaingun      0    0   3 ----- -200  10.989
    Lizard Captain attacking with chaingun
117 CAPT_RECOG          predrg     -400    0   3 -----    0   multi
    Lizard Captain sees player
118 CAPT_PAIN           predpn     -200  100   3 -----    0       8
    Lizard Captain in pain
119 CAPT_DYING          preddy     -200  100   3 -----    0   multi
    Lizard Captain dies
120 PIG_ROAM            roam29     -200  400   3 -----    0   multi
    Pig Cop roaming
121 PIG_RECOG           pigrg      -200  400   3 -----    0       8
    Pig Cop sees Duke
122 PIG_ATTACK          shotgun7   -256  256   4 -----    0  11.025
16bit
    Pig Cop fires shotgun
123 PIG_PAIN            pigpn       100  800   3 -----    0       8
    Pig Cop grunts in pain
124 PIG_DYING           pigdy      -800  100   3 -----    0       8
    Pig Cop death squeal
125 RECO_ROAM           jetpaki       0    0   3 -----    0       8
    Recon Car Moving
126 RECO_RECOG          pigrg         0    0   3 -----    0       8
    Recon Car sees Duke
127 RECO_ATTACK         gblasr01    256  256   3 ----- 7680       8
    Recon Car firing at Duke
128 RECO_PAIN           pigpn         0    0   3 -----    0       8
    Recon car grunts in pain
129 RECO_DYING          pigdy         0    0   3 -----    0       8
    Recon Car Dies
130 DRON_ROAM           snakrm        0    0   3 -----    0   multi
    Drone roaming
131 DRON_RECOG          snakrg        0    0   3 -----    0  11.025
    Drone sees Duke
132 DRON_ATTACK1        snakatA       0    0   3 -----    0  11.025
    High pitches zzzzz when drone attacks Duke
133 DRON_PAIN           snakpn        0    0   3 -----    0  11.025
    Drone in Pain
134 DRON_DYING          snakdy        0    0   3 -----    0  11.025
    Growl when Drone dies
135 COMM_ROAM           commrm        0    0   3 -----    0  11.025
    Fat commander roaming
136 COMM_RECOG          commrg        0    0   3 -----    0  11.025
    Fat Commander sees Duke and says "Die Human"
137 COMM_ATTACK         commat        0    0   3 -----    0  11.025
    Fat Commander attacking and says "Suck it down"
138 COMM_PAIN           commpn        0    0   3 -----    0  11.025
    Fat Commander in pain
139 COMM_DYING          commdy        0    0   3 -----    0  11.025
    Extended scream of commander dying
140 OCTA_ROAM           octarm     -200    0   3 -----    0       8
    Octobrain roaming
141 OCTA_RECOG          octarg        0    0   3 -----    0       8
    Octobrain sees Duke
142 OCTA_ATTACK1        octaat1       0    0   3 -----    0       8
    Octobrain firing at Duke
143 OCTA_PAIN           octapn     -400    0   3 -----    0       8
    Octobrain screaming in pain
144 OCTA_DYING          octady     -400 -100   3 -----    0       8
    Octobrain dying
145 TURR_ROAM           turrrm        0    0   3 -----    0       +
146 TURR_RECOG          turrrg        0    0   3 -----    0       +
147 TURR_ATTACK         turrat        0    0   3 -----    0       +
148 DUMPSTER_MOVE       grind         0    0   0 -----    0  11.025
    Grinding wheels of dumpster
149 SLIM_DYING          slidie03      0    0   3 -----    0  11.025
    Green Slime dying
150 BOS3_ROAM           b3roam01      0    0   3 -----    0  11.025
    Boss 3 roaming
151 BOS3_RECOG          b3pain04      0    0   3 -----    0  11.025
    Boss 3 sees Duke
152 BOS3_ATTACK1        b3atk01       0    0   3 -----    0       +
153 BOS3_PAIN           b3rec03g      0    0   3 -----    0  11.025
    Boss 3 in pain
154 BOS1_ATTACK2        rpgfire       0    0   3 -----    0       +
155 COMM_SPIN           commsp        0    0   3 -----    0  11.025
    Fat Commander spinning
156 BOS1_WALK           thud          0    0   3 -----    0   multi
    Thump as Boss 1 walks
157 DRON_ATTACK2        snakatB       0    0   3 -----    0  11.025
    Drone attacking
158 THUD                thud          0    0   0 -----    0   multi
    THUD!
159 OCTA_ATTACK2        octaat2       0  600   3 -----    0   multi
    Octobrain attacking with teeth
160 WIERDSHOT_FLY       octaat1       0    0   3 -----    0       8
    Octobrain firing
161 TURR_PAIN           turrpn        0    0   3 -----    0       +
162 TURR_DYING          turrdy        0    0   3 -----    0       +
163 SLIM_ROAM           sliroa02      0    0   3 -----    0  11.025
    Green Slime roaming
164 LADY_SCREAM         FSCRM10    -256    0 254 -@---    0       8
    Woman screaming when hit
165 DOOR_OPERATE2       opendoor   -256    0   0 -----    0  11.025
    Swinging door
166 DOOR_OPERATE3       edoor10    -256    0   0 -----    0  11.025
    Sliding door
167 DOOR_OPERATE4       edoor11    -256    0   0 -----    0  11.025
    Sliding door
168 BORNTOBEWILDSND     2bwild        0    0 254 ---$-    0  11.025
    Born to be wild music
169 SHOTGUN_COCK        shotgnck     96  192   3 -----    0  11.025
    Shot gun being cocked
170 GENERIC_AMBIENCE1   grind         0    0   0 ----%    0  11.025
    Grinding Sound
171 GENERIC_AMBIENCE2   enghum        0    0   0 ---$-    0   multi
    Engine humming
172 GENERIC_AMBIENCE3   lava06        0    0   0 ---$-    0       8
    Lava
173 GENERIC_AMBIENCE4   bubblamb   -256    0   0 ---$-    0   multi
    Water bubbling
174 GENERIC_AMBIENCE5   phonbusy      0    0   0 -----    0  11.025
    Phone Engaged
175 GENERIC_AMBIENCE6   roam22        0    0   0 ---$-    0   multi
    Octobrain like sound
176 BOS3_ATTACK2        +
177 GENERIC_AMBIENCE17  myself3a      0    0 255 --#--    0       8
    Duke "Hmmm, don't have time to play with myself"
178 GENERIC_AMBIENCE18  monolith      0    0   0 ---$-    0  11.025
    Wierd alien ambience
179 GENERIC_AMBIENCE19  hydro50       0    0   0 ---$-    0  11.025
    Water ambience
180 GENERIC_AMBIENCE20  con03         0    0   0 --#--    0  11.025
    Duke "Hmmm, looks like I have the con"
181 GENERIC_AMBIENCE21  !prison       0    0 255 --#--    0   multi
    "Ha Ha Ha, too late Nukem, we're in control now"
182 GENERIC_AMBIENCE22  vpiss2        0    0 255 --#--    0       +
183 SECRETLEVELSND      secret        0    0 255 -----    0  11.025
    Secret Level
184 GENERIC_AMBIENCE8   amb81b        0    0   0 ---$-    0       8
    Far off alien ambience
185 GENERIC_AMBIENCE9   roam98b       0    0   0 ---$-    0   multi
    Muffled voice
186 GENERIC_AMBIENCE10  h2orush2      0    0   0 ---$%    0       8
    Water flowing
187 GENERIC_AMBIENCE11  projrun       0    0   0 ---$%    0       8
    Movie Projector
188 GENERIC_AMBIENCE12  blank         0    0   0 -----    0   5.988
    A blank .voc file
189 GENERIC_AMBIENCE13  pay02         0    0 255 -@#--    0       8
    Duke "Damn, those alien bastards are going to pay for shooting up my
ride"
190 GENERIC_AMBIENCE14  onlyon03      0    0 255 --#--    0       8
    Duke "What, there's only one of you?"
191 +
192 GENERIC_AMBIENCE15  rides09       0    0 255 --#--    0       8
    Duke "I think I'll climb aboard"
193 GENERIC_AMBIENCE16  doomed16      0    0 255 --#--    0   multi
    Duke "That's one doomed space marine"
194 FIRE_CRACKLE        fire09        0    0 254 ---$-    0   multi
    Fire crackling
195 BONUS_SPEECH1       letsrk03      0    0 255 --#--    0       8
    Duke "Let's rock"
196 BONUS_SPEECH2       ready2a       0    0 255 --#--    0       8
    Duke "Ready for action"
197 BONUS_SPEECH3       ripem08       0    0 255 --#--    0       8
    Duke "Rip 'em a new one"
198 PIG_CAPTURE_DUKE    !pig          0    0 255 -@---    0   multi
    "Got you now, you bastard, and we're gonna fry your arse"
199 BONUS_SPEECH4       rockin02      0    0 255 --#--    0       8
    Duke "Rockin'"
200 DUKE_LAND_HURT      pain39        0    0 255 --#--    0       8
    Duke landing from a height and hurting himself
201 DUKE_HIT_STRIPPER1  damnit04      0    0 255 -@#--    0       8
    Duke "Damn it"
202 DUKE_TIP1           dance01       0    0 255 --#--    0       8
    Duke "You wanna dance?"
203 DUKE_KILLED2        damnit04      0    0 255 -@#--    0       8
    Duke "Damn it"
204 PRED_ROAM2          roam58        0    0   3 -----    0   multi
    Trooper roaming
205 PIG_ROAM2           roam67     -200  400   3 -----    0       8
    Pig Cop roaming
206 DUKE_GETWEAPON1     cool01        0    0 255 --#--    0       8
    Duke "Cool"
207 DUKE_SEARCH2        whrsit05      0    0 255 --#--    0       8
    Duke "Whare is it?"
208 DUKE_CRACK2         COMEON02      0    0 255 --#--    0       8
    Duke "Come on"
209 DUKE_SEARCH         pain87        0    0   2 --#--    0       8
    Umph, Duke pressing on walls
210 DUKE_GET            getitm19    -64   64 255 -----    0       8
    Beep when Duke picks up an item
211 DUKE_LONGTERM_PAIN  gasps07    -192    0 255 --#--    0       8
    Duke gasping
212 MONITOR_ACTIVE      monitor       0    0   0 -----    0       8
    Monitor beeping when changing camera
213 NITEVISION_ONOFF    goggle12      0    0   0 -----    0   multi
    Turn on or turn off night vision googles
214 DUKE_HIT_STRIPPER2  damn03        0    0 255 -@#--    0       8
    Duke "Damn"
215 DUKE_CRACK_FIRST    knuckle       0    0   3 -----    0   multi
    Duke cracking his knuckles
216 DUKE_USEMEDKIT      ahh04         0    0 255 --#--    0       8
    Ahhh
217 DUKE_TAKEPILLS      gulp01        0    0 255 --#--    0       8
    Gulp when Duke uses steroids
218 DUKE_PISSRELIEF     ahmuch03      0    0 255 --#--    0       8
    Duke "Ahhh, much better"
219 SELECT_WEAPON       WPNSEL21    128  128   3 -----    0       8
    Changing weapon sound
220 WATER_GURGLE        h2ogrgl2      0    0   1 ---$- 9000   multi
    Water trickling
221 DUKE_GETWEAPON4     wansom4a      0    0 255 --#--    0       8
    Duke "Who wants some?"
222 JIBBED_ACTOR1       AMESS06       0    0 255 --#--    0       8
    Duke "What a mess"
223 JIBBED_ACTOR2       BITCHN04      0    0 255 -@#--    0       8
    Duke "Bitchin'"
224 JIBBED_ACTOR3       HOLYCW01      0    0 255 --#--    0       8
    Duke "Holy Cow"
225 JIBBED_ACTOR4       HOLYSH02      0    0 255 -@#--    0       8
    Duke "Holy Shit"
226 JIBBED_ACTOR5       IMGOOD12      0    0 255 -@#--    0       8
    Duke "Damn I'm good"
227 JIBBED_ACTOR6       PIECE02       0    0 255 --#--    0       8
    Duke "Piece of cake"
228 JIBBED_ACTOR7       GOTHRT01      0    0 255 --#--    0       8
    Duke "Ooow, that's gotta hurt"
229 DUKE_GOTHEALTHATLOW needed03      0    0 255 --#--    0       8
    Duke "Oooh, I needed that"
230 BOSSTALKTODUKE      !boss         0    0 255 -----    0   multi
    "Who the hell are you?"
231 WAR_AMBIENCE1       WARAMB13   -512    0 255 !----    0   5.988
    Plane fly past
232 WAR_AMBIENCE2       WARAMB21   -512    0 254 !----    0   5.988
    Plane Crash
233 WAR_AMBIENCE3       WARAMB23   -512    0 254 !----    0   5.988
    Plane fly past
234 WAR_AMBIENCE4       WARAMB29   -512    0 254 !----    0   5.988
    Plane fly and alien scream
235 WAR_AMBIENCE5       FORCE01       0    0   0 --#--    0  11.025
    Duke "Now, this is a force to be reackoned with"
236 WAR_AMBIENCE6       QUAKE06       0    0   0 --#--    0  11.025
    Duke "I ain't afraid of no Quake"
237 WAR_AMBIENCE7       TERMIN01      0    0   0 --#--    0  11.025
    Duke "Hmhm, terminated"
238 WAR_AMBIENCE8       BORN01        0    0 254 !--$-    0  11.025
    Duke "Born to be wild"
239 WAR_AMBIENCE9       NOBODY01      0    0   0 --#--    0  11.025
    Duke "Nobody steals our chicks - and lives"
240 WAR_AMBIENCE10      CHEW05        0    0   0 -@#--    0  11.025
    Duke "Its time to kick arse and chew bubble gum, and I'm all out of
gum"
241 ALIEN_TALK1         MUSTDIE       0    0 255 -@#--    0  11.025
    "Duke Nukem must die"
242 ALIEN_TALK2         DEFEATED      0    0 255 -@#--    0  11.025
    "Earth attack force defeated"
243 EXITMENUSOUND       item15        0    0   0 -----    0       8
    Exit menus
244 FLY_BY              flyby      -256  256   3 -----    0   multi
    Startup sound (at nuke symbol)
245 DUKE_SCREAM         DSCREM04      0    0 255 -----    0       8
    Duke scream when he falls from a great height
246 SHRINKER_HIT        thud          0    0   3 -----    0   multi
    Shrinker ray hit wall
247 RATTY               mice3         0    0   0 -----    0  11.025
    Mice squeeking
248 INTO_MENU           bulithit   1024 1024   0 -----    0   5.988
    Enter menus
249 BONUSMUSIC          bonus         0    0 255 ----%    0  22.050
    Music at end of level screen
250 DUKE_BOOBY          BOOBY04       0    0 255 --#--    0       8
    Duke "I should have known that those alien maggots booby trapped the
sub"
251 DUKE_TALKTOBOSSFALL DIESOB03      0    0 255 -@#--    0   multi
    Duke "Die you son of a bitch"
252 DUKE_LOOKINTOMIRROR lookin01      0    0 255 -@#--    0       8
    Duke "Damn, I'm lookin' good"
253 PIG_ROAM3           pigrm      -200  400   3 -----    0       8
    Pig Cop roaming
254 KILLME              killme     -128    0   0 -----    0  11.025
    Pod-female saying "Kill me"
255 DRON_JETSND         ENGHUM     1300 1300   0 -----    0   multi
    Engine humming
256 SPACE_DOOR1         hydro22       0    0   0 ----- 8192  11.025
    Space door/elevator open/up
257 SPACE_DOOR2         hydro24       0    0   0 -----    0  11.025
    Space door/elevator close/down
258 SPACE_DOOR3         hydro27       0    0   0 ----- 8192  11.025
    Space door/elevator open/up with stop
259 SPACE_DOOR4         hydro34       0    0   0 -----    0  11.025
    Space door open/close
260 SPACE_DOOR5         hydro40       0    0   0 -----    0  11.025
    Pressure release
261 ALIEN_ELEVATOR1     hydro43       0    0   0 -----    0  11.025
    Noisy elevator
262 VAULT_DOOR          vault04       0    0   0 -----    0  11.025
    Slow moving door
263 JIBBED_ACTOR13      LETGOD01      0    0 255 --#--    0  11.025
    Duke "Let God sort 'em out"
264 DUKE_GETWEAPON6     HAIL01        0    0 255 --#--    0  11.025
    Duke "Hail to the King baby"
265 JIBBED_ACTOR8       BLOWIT01      0    0 255 -@#--    0  11.025
    Duke "Blow it out your arse"
266 JIBBED_ACTOR9       EATSHT01      0    0 255 -@#--    0  11.025
    Duke "Eat shit and die"
267 JIBBED_ACTOR10      FACE01        0    0 255 -@#--    0  11.025
    Duke "Your face, your arse, what's the difference?"
268 JIBBED_ACTOR11      INHELL01      0    0 255 -@#--    0  11.025
    Duke "See you in hell"
269 JIBBED_ACTOR12      SUKIT01       0    0 255 --#--    0  11.025
    Duke "Suck it down"
270 DUKE_KILLED4        dscrem18      0    0 255 --#--    0       8
    Duke strained scream
271 DUKE_KILLED5        pisses01      0    0 255 -@#--    0  11.025
    Duke "This really pisses me off"
272 ALIEN_SWITCH1       aswtch23      0    0   0 -----    0  11.025
    Splat switch
273 DUKE_STEPONFECES    happen01      0    0   0 -@#--    0  11.025
    Duke "Shit happens"
274 DUKE_LONGTERM_PAIN2 dscrem15      0    0 255 --#--    0       8
    Medium length scream
275 DUKE_LONGTERM_PAIN3 dscrem16      0    0 255 --#--    0  11.025
    Short scream
276 DUKE_LONGTERM_PAIN4 dscrem17      0    0 255 --#--    0  11.025
    Even shorter scream
277 COMPANB2            CTRLRM25      0    0   0 ---$-    0  11.025
    Oscillating alien sound
278 KTIT                ktitx         0    0 254 ---$-    0       8
    Duke "This is KTIT, K tit. Bringing you the breast, er, the best
    tunes in town"
279 HELICOP_IDLE        hlidle03      0    0 255 ---$%    0   5.988
    Helicopter blades spinning
280 STEPNIT             LIZSHIT3      0    0 254 -@#--    0  11.025
    Splat as Duke steps in it
281 SPACE_AMBIENCE1     monolith      0    0   0 !----    0  11.025
    Wierd alien ambience
282 SPACE_AMBIENCE2     hydro50       0    0   0 !----    0  11.025
    Grinding moving sound
283 SLIM_HATCH          slhtch01      0    0   3 -----    0  11.025
    Green slime hatching
284 RIPHEADNECK         rip01         0    0 254 -@#--    0  11.025
    Duke "I'll rip your head off and shit down your neck"
285 FOUNDJONES          jones04       0    0   0 --#--    0  11.025
    Duke "We meet again, Dr Jones"
286 ALIEN_DOOR1         adoor1        0    0   0 -----    0  11.025
    Very noisy door
287 ALIEN_DOOR2         adoor2        0    0   0 -----    0  11.025
    Splatty door
288 ENDSEQVOL3SND4      GRABBAG       0    0 254 ----%    0  11.025
    Duke Nukem Title music
289 ENDSEQVOL3SND5      name01        0    0 250 -----    0       8
    Duke "My name's Duke Nukem"
290 ENDSEQVOL3SND6      r&r01         0    0 251 -----    0       8
    Duke "After a few days of R & R, I'll be ready for more action"
291 ENDSEQVOL3SND7      lani05        0    0 252 -----    0       8
    Lani "Ohh, come back to bed Duke"
292 ENDSEQVOL3SND8      lani08        0    0 253 -----    0       8
    Lani "I'm ready for some action now"
293 ENDSEQVOL3SND9      laniduk2      0    0 254 -----    0       8
    Lani & Duke make love
294 WHIPYOURASS         WHIPYU01      0    0 255 --#--    0       8
    Duke "It's down to you and me, you one eyed freak"
295 ENDSEQVOL2SND1      gunhit2       0    0 249 -----    0  22.050
    Gun hit
296 ENDSEQVOL2SND2      headrip3      0    0 250 -----    0  11.025
16bit
    Head ripped off
297 ENDSEQVOL2SND3      buckle        0    0 251 -----    0  22.050
    Unbuckle jeans
298 ENDSEQVOL2SND4      jetp2         0    0 252 -----    0  11.050
    Throw off jetpack
299 ENDSEQVOL2SND5      zipper2       0    0 253 -----    0  11.050
    Undo zipper
300 ENDSEQVOL2SND6      news          0    0 254 -----    0  11.050
    Open newspaper
301 ENDSEQVOL2SND7      whistle       0    0 255 -----    0  11.050
16bit
    Whistle Duke Nukem theme
302 GENERIC_AMBIENCE23  2ride06       0    0 255 --#--    0       8
    Freeze ray hit somebody
303 SOMETHINGFROZE      freeze        0    0   3 -----    0  22.050
    Duke "Damn, that's the second time those alien bastards shot up my
ride"
304 DUKE_LONGTERM_PAIN5 pain54        0    0 255 --#--    0       8
    Uww
305 DUKE_LONGTERM_PAIN6 pain75        0    0 255 --#--    0       8
    Ugh
306 DUKE_LONGTERM_PAIN7 pain93        0    0 255 --#--    0       8
    Oww
307 DUKE_LONGTERM_PAIN8 pain68        0    0 255 --#--    0       8
    Uuughh
308 WIND_REPEAT         wind54        0    0   0 ---$%    0   multi
    Repeating gust of wind


11.5  Dimensions


Here are some facts on the dimensions of Dukes world. Keep in
mind, though, that you'll want to scale down real-world places to
make them faster and better-looking in Duke.

11.5.1  Units

All (x,y,z) coordinates are in units; irritatingly, it seems that
the (x,y) units are different to the (z) units.
At a rough estimate, I would say that 16 (z) units = 1 (x,y)
unit.

2 (x,y) units = 1 pixel (normal texture)
8 (x,y) units = 1 pixel (shrunk using [E])
128 (z) units = 1 pixel (normal texture)

Floors are raised by 1024 units every time [PgUp] or [PgDn] is
pressed.

Viewing Duke via [F7] in a narrow corridor, I would estimate 1024
units to be about 2.6m in the real world (meaning 1m is roughly
400 units).
If I remember the weirdo US units correctly, 1 foot would be
about 128 units.

11.5.2  The map

Maximum grid width is 1024 units.

In the following paragraphs, height values are shown as z-
coordinate difference, with the number of [PgUp]-keypresses in
square brackets behind it:

11.5.2.1  Walking about

3072 [3]       Max. height difference for stairs.

6144 [6]       Min. sector height to enter while ducked.

10240 [10]     Min. sector height to enter (will duck
               automatically for 10).

16384 [16]     Height of standard sector created.

20480 [20]     Max. jumpable height.

11.5.2.2  Weapons

Numbers in brackets mean that only some of the shots will make
it.

3072 [4096] (3 [4])
               Max. height of floor to shoot over while ducked.

4096 (4)       Min. height to place tripbomb on when ducked.

5192 [4096] (5 [4])
               Max. height of ceiling to shoot under while
               ducked.

6144 (6)       Max. height of ceiling to shoot RPG under while
               ducked.

8192 [9216] (8 [9])
               Max. height of floor to shoot over while standing.

10240 [9216] (10 [9])
               Max. height of ceiling to shoot under while
               standing.

1024 (10)      Min. height to place tripbomb on when standing.

11264 (11)     Max. height of ceiling to shoot RPG under while
               standing.