                                                        Date: 10-30-95

Hello Shadow Warrior Team,

Well I have not heard much traffic hear so I guess everybody was doing 
like me and trying to come up with new and inventive trick to put into
levels and also new and interesting building ideas. No pun intended. :)
This is a long letter, so get something to drink.   ;)

Well what I have uploaded is E1L2.Map, E1L5.Map, Zwork1.Map, Zwork2.Map.
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Changes to E1L2.Map - Added a new area in one of the courtyards where you
    can do the under water trick. This new area goes under a small holding
    area and leads into a little treasure room. Added in a couple of newer
    hidden areas and more lighting effects. Other than that I went through 
    to align tiles and make sure things worked the way I want it to work. 
    Trying to decide which areas will be locked off with keys????

Changes to E1L5.Map - Clean up work with newer areas. Actually I reduced
    the size of the arena area, it was way too big when I finally put some 
    test sprites in. I also added in the new idea in the waterfall area 
    off of the prison cells. Has a cool look to it. Will probably place a 
    key in there for you to get.

What's in Zwork1.Map - Testing ideas, Spinning Walls that block you until
    you finally flip the switch, good way to block off areas until the 
    switch is flipped to get in to that area. Played with panning. Testing
    triggers and want them to sink, instead of raise (see below for an 
    explanation of my problem), Staircase with ledges outside, rasied area
    triggered by a plate and a spinning sector inside for effect. Also, I 
    have an idea about spinning sector that block doorways so you have to 
    time it to make it through them. I want opinion from people on this one.
    I would like to use these, but the actor code is still a little raw yet
    to test the capabilities of having those sectors push you while spinning.
    
What's in Zwork2.Map - Attempted Jump sectors, but they are not working. 
    Tried an idea of spinning sectors in lava where you will have to make 
    jumps to get over the area.

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NEW IDEA: If we can do the underwater thing with lava sectors also, why not
    create a special power up to survive under the lava. That would be a big
    risk taking option, because when the power-up wears off, you're fried.
    But it might lead to some secret cool things or maybe to the secret 
    level in the game.

    I was wondering if there will be a small bob while under water. I saw
    that they adjusted ROTT today to make it bob slightly when you fly even
    though you don't move from that position. If we can do the same, it 
    would probably work out for us too.
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Current Problems and Questions:
    1. Sprites do NOT sink with sectors. Jump on a sector that sinks and the 
       sprite stays where it is.

    2. If you have a moving sector triggered by a switch and flip the switch
       multiple times in a row, the sector will get confused and spin in the
       wrong direction. May need to wait for the spin to finish before you
       trigger the next occurence.
     
    3. Was playing with panning in the test maps and I noticed that when it
       goes in one direction it goes one speed, but if you set it up to go 
       the other direction it goes faster, Very Strange. See Zwork1.Map on 
       the snake walls for the example.

    4. I was seeing some strange behavior with the sink tags and the under 
       water teleporting. When I selected a tag less than 30/35 I bobbed in 
       the water and when you hit Z you go down to the underwater sector. 
       BUT,if you set a depth of less than 30/35 you do not bob in the 
       water while you are just sitting there. Others seemed to work ok, 
       but these particular new tagged areas did not. Also, every once in 
       a while when playing the game (SW.EXE), I would go under water, go 
       to the other section, come up, go back down, and when I came up 
       into the initial sector it freaked out and I was outside of the map 
       and if I run back in to the map, the normal areas are messed with 
       the blue pallette and I am still in swimming mode.

    5. In Build we have the Tags 1 and 2 for the trigger and raising of a 
       sector. Is it possible to changes this so that the #2 tagged sectors 
       can also be the kind that drop to the floor instead. Or maybe the 
       sectors are split in two and one part goes to the ceiling and the 
       other goes to the floor.
       
    6. I'd like to set up a trap where when you activate a switch, some 
       sectors raise to let enemies out and the way out gets blocked by 
       sectors that raise up to block you. I know that we have ways of doing
       this but I thought that we could only use some tricks only once a 
       level. ???

    7. The jumping (spring board tag - 240) does not seem to be working yet.
