Difference between revisions of "Map file"

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files are certain [[Level Files]] located in a mission's level folder.  These control all the major properties of a the level.  All of these can either be opened using a [[Hex-Editing Program]] or more preferably using the [[RRU Level Editor]] or the [[Map Tool]].  In the base game files they are often paired with [[.BLX file]]s (which are possible leftovers from the [[Rock Raiders Beta]], which are not necessary to run the map).
files are certain [[Level Files]] located in a mission's level folder.  These control all the major properties of a the level.  All of these can either be opened using a [[Hex-Editing Program]] or more preferably using the [[RRU Level Editor]] or the [[Map Tool]].  In the base game files they are often paired with [[.BLX file]]s (which are possible leftovers from the [[Rock Raiders Beta]], which are not necessary to run the map).


There are nine different types of map files for the [[LEGO Rock Raiders]]:
Map files are encoded in '''Hexadecimal Code'''.  Every different kind of square in the level is designated a specific number in a specific map file.


== Block Pointers Map ==
==Map types==
The '''block pointers map''', found as ''tuto.MAP'' in [[LEGO Rock Raiders (PC video game)|LEGO Rock Raiders]]. is the [[.MAP file]] that designates the locations of tutorial blocks.
Nine different map types are used in ''LEGO Rock Raiders''. Though they all use the same encoding, which type they're marked as will determine how they are used in a level. Because of this, not every level uses all map types, and some are used rarely by default. Every level at minimum requires a Predug, Surface, and Terrain map to function without crashing the game.


Tutorial blocks are markers or flags that the game uses in cooperation with the [[.NPL file]] of the [[LEGO Rock Raiders missions|mission]] that uses a block pointers map. Depending on the objective scripting, the flags can determine where the camera will move at a certain time, and will check whether a cavern has been exposed or if a [[Rock Raider]] or unit has traveled across a certain block. In some cases, it also tells a [[monster]] where to travel, and can trigger a scripting function if they stop at a certain flag.
=== Block Pointers Map ===
The '''Block Pointers map''', usually found as <tt>tuto.map</tt>, is the map file type that designates the locations of tutorial blocks.


===Coding===
Tutorial blocks are markers or flags that are used in a level in cooperation with its [[NPL file]]. Depending on the objective scripting, flags can be used for a wide variety of functions, such as checking whether blocks are exposed or have been crossed, moving the camera to a specific location at a certain time, or pointing to a wall or floor block that the player needs to interact with. In special cases, it also tells a [[monster]] where to travel, and can trigger a scripting function if they stop at a certain flag.
Like the [[Emrg.map file]], Tutorial Blocks are all given different numbers in sequence.


<code>00 00</code> - ''Not a Tutorial Block''
Block Pointers map files <!--are all given different numbers in sequence-->can use any values between <code>01 00</code> and <code>FF 00</code> ''in sequence''{{Verify}}<!--does it crash if they're out of sequence?--> to designate tutorial blocks. Values of <code>00 00</code> are taken as null.
 
<code>01 00 and higher</code> - ''Tutorial Block''


=== CryOre map ===
=== CryOre map ===
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CryOre map files use only the following values:
CryOre map files use only the following values:
* <code>00 00</code> - ''None''
* <code>00 00</code> - None
* <code>01 00</code>, <code>03 00</code> - ''One Energy Crystal''
* <code>01 00</code>, <code>03 00</code> - One Energy Crystal
* <code>02 00</code>, <code>04 00</code> - ''One Ore''
* <code>02 00</code>, <code>04 00</code> - One Ore
* <code>05 00</code>, <code>07 00</code> - ''Three Energy Crystals''
* <code>05 00</code>, <code>07 00</code> - Three Energy Crystals
* <code>06 00</code>, <code>08 00</code> - ''Three Ore''
* <code>06 00</code>, <code>08 00</code> - Three Ore
* <code>09 00</code>, <code>0B 00</code> - ''Five Energy Crystals''
* <code>09 00</code>, <code>0B 00</code> - Five Energy Crystals
* <code>0A 00</code>, <code>0C 00</code>, <code>10 00</code> - ''Five Ore''
* <code>0A 00</code>, <code>0C 00</code> - Five Ore
* <code>0D 00</code>, <code>13 00</code> - ''Eleven Energy Crystals''
* <code>0D 00</code>, <code>0F 00</code> - Ten Energy Crystals
* <code>0E 00</code>, <code>14 00</code> - ''Eleven Ore''
* <code>0E 00</code>, <code>10 00</code> - Ten Ore
* <code>11 00</code>, <code>17 00</code> - ''Twenty-Five Energy Crystals''
* <code>11 00</code>, <code>13 00</code> - Twenty-Five Energy Crystals
* <code>12 00</code>, <code>18 00</code> - ''Twenty-Five Ore''
* <code>12 00</code>, <code>14 00</code> - Twenty-Five Ore
* <code>19 00</code> and higher - ''Crashes the game when exposed''
 
Values of <code>15 00</code> and higher will cause the game to crash when exposed. Odd values will cause the Energy Crystal notification message the instance the game freezes.


=== Emerge map ===
=== Emerge map ===
The '''Emerge map''', usually found as <tt>emrg.map</tt>, is the map file type that designates the locations of emerging [[monsters]].
The '''Emerge map''', usually found as <tt>emrg.map</tt>, is the map file type that designates the locations of trigger points and emerge points for [[monsters]]. All the trigger points of an identical value are tied to all the emerge points of the value one above that of the trigger point. When a [[The Rock Raider|Rock Raider]] walks or drives over a trigger point, a monster will emerge from the emerge point tied to that trigger.
 
 
There are two things defined in the emerge map: trigger points and emerge points. All the trigger points of an identical number are tied to the emerge points of the number one above the trigger point's. When a [[Rock Raider]] walks over a trigger point, a monster will emerge from the emerge point tied to that trigger. The emerge point must be on a [[rock types|wall]] defined in the [[terrain map]] or no monster can be triggered; if all the walls located on an emerge points of the same number are mined or destroyed, the trigger point will cease to function. Emerge points can be on any wall except for [[Solid Rock]].
 
===Coding===
Like the [[block pointers map]], every emerge block is given a different number, in sequential order. Unlike the block pointers map, however, the numbers go up in increments of six instead of one, so that, for example, <code>02 00</code> and its trigger <code>01 00</code> are the first emerge in the map, but <code>08 00</code> and its trigger <code>07 00</code> will be the second, instead of <code>04 00</code> and <code>03 00</code>.


<code>00 00</code> - ''No Emerging on this block''
The emerge point must be on a [[rock types|wall]] defined in the [[terrain map]], can be any wall type except for Solid Rock, and can't be on a corner or have water or lava directly in front of it (even if the designated monster can cross water or lava). If all the walls located on an emerge points of the same number are mined, [[reinforced wall|reinforced]], or made into corners via collapsing walls next to them, the trigger point will cease to function. Conversely, a hidden wall that becomes exposed will cause a non-functioning trigger point to start functioning.


<code>01 00 and higher in increments of 6</code> - ''Trigger on this block''
Like the Block Pointers map, every emerge block is given a different value in sequential order. Unlike the Block Pointers map, however, the values go up in increments of six instead of one, so that, for example, <code>02 00</code> and its trigger <code>01 00</code> are the first emerge in the map, but <code>08 00</code> and its trigger <code>07 00</code> will be the second, instead of <code>04 00</code> and <code>03 00</code>.


<code>02 00 and higher in increments of 6</code> - ''Emerging on this block''
Therefore, Emerge map files use the following values:
* <code>00 00</code> - No Emerging on this block
* <code>01 00 and higher in increments of 6</code> - Trigger on this block
* <code>02 00 and higher in increments of 6</code> - Emerging on this block


=== Erode Map ===
=== Erode Map ===
{{Main|Erosion}}
{{Main|Erosion}}
The '''Erode map''', usually found as <tt>erod.map</tt>, is the map file that designates the locations of eroding lava and erosion paths. Like the [[surface map]], the Erode map is coded so that higher numbers represent more dangerous erosion.
The '''Erode map''', usually found as <tt>erod.map</tt>, is the map file that designates the locations of eroding lava and erosion paths. Like the Fallin map, higher values represent more dangerous erosion.


Erode map files use only the following values:
Erode map files use only the following values:
* <code>00 00</code> - ''No erosion''
* <code>00 00</code> - No erosion
* <code>01 00</code>, <code>03 00</code>, <code>05 00</code>, <code>07 00</code>, <code>09 00</code> - ''Blocks that only erode on a space adjacent to lava, with <code>09 00</code> eroding the fastest and <code>01 00</code> eroding the slowest''
* <code>01 00</code>, <code>03 00</code>, <code>05 00</code>, <code>07 00</code>, <code>09 00</code> - Blocks that only erode on a space adjacent to lava, with <code>09 00</code> eroding the fastest and <code>01 00</code> eroding the slowest
* <code>02 00</code>, <code>04 00</code>, <code>06 00</code>, <code>08 00</code>, <code>0A 00</code> - ''Blocks that begin eroding at the start of the mission, regardless of whether they are next to [[lava]] or not, with <code>0A 00</code> eroding the fastest and <code>02 00</code> eroding the slowest''
* <code>02 00</code>, <code>04 00</code>, <code>06 00</code>, <code>08 00</code>, <code>0A 00</code> - Blocks that begin eroding at the start of the mission, regardless of whether they are next to [[lava]] or not, with <code>0A 00</code> eroding the fastest and <code>02 00</code> eroding the slowest
Odd numbers <code>0B 00</code> and higher have no effect. Even numbers <code>0C 00</code> and higher cause the erosion to progress backwards into the unused first stage, which it remains at until repaired.
Odd numbers <code>0B 00</code> and higher have no effect. Even numbers <code>0C 00</code> and higher cause the erosion to progress backwards into the unused first stage, which it remains at until repaired.


== Fallin Map ==
=== Fallin Map ===
The '''fallin map''', usually found as ''fall.map'' is the [[.MAP file]] that designates the locations of [[cave-ins]].
The '''Fallin map''', usually found as <tt>fall.map</tt>, is the map file type that designates the locations of [[cave-ins]]. Like the [[Erode map]], higher values represent more dangerous or unstable cave-ins.


===Coding===
Fallin map files use only the following values{{Verify}}:
Like the [[Erod.map file]] and [[High.map file]], the higher the number, the more dangerous or unstable the cave-in.
* <code>00 00</code> - No cave-ins
* <code>01 00</code>, <code>02 00</code>, <code>03 00</code>, <code>04 00</code>, <code>05 00</code>, <code>06 00</code>, <code>07 00</code>, <code>08 00</code> - Cave-ins, with <code>01 00</code> being least dangerous and <code>08 00</code> being most dangerous


<code>00 00</code> - ''No cave-ins''
=== Path Map ===
The '''Path map''', usually found as <tt>path.map</tt>, is the map file type that designates the locations of [[Power Paths]] and [[rubble]].


<code>01 00, 02 00, 03 00, 04 00, 05 00, 06 00, 07 00, 08 00</code> - ''cave-ins, <code>01 00</code> being least dangerous, <code>08 00</code> being most dangerous.''
Path map files use only the following values:
* <code>00 00</code> - No Power Paths or rubble
* <code>01 00</code> - Rubble
* <code>02 00</code> - Power Path


== Path Map ==
=== Predug Map ===
The '''path map''', found as ''path.MAP'' in [[LEGO Rock Raiders (PC video game)|LEGO Rock Raiders]], is the [[.MAP file]] that designates the locations of [[Power Paths]] and exposed [[rubble]].
The '''Predug map''', usually found as <tt>dugg.map</tt>, is the map file type that designates whether blocks are walls or cavern terrain, whether a cavern is exposed or [[undiscovered cavern|hidden]], and the locations of [[Slimy Slug hole]]s.


===Coding===
Predug map files use only the following values:
There are several known numbers used in this file:
* <code>00 00</code> - Wall
* <code>01 00</code> - Exposed cavern
* <code>02 00</code> - Hidden cavern
* <code>03 00</code> - Slimy Slug hole
* <code>04 00</code> - Hidden Slimy Slug hole


<code>00 00</code> - ''No Power Paths or rubble''
=== Surface map ===
The '''Surface map''', usually found as <tt>high.map</tt> (and therefore often called the '''height map'''), is the map file type that designates the height of the [[terrain types|terrain]] at each block in a level. Like the Erode map, higher values cause higher increments - in this case, the height of the northwest corner of a specific block<!--THIS SENTENCE NEEDS REWORDING-->. The exact difference between incremental height values is determined by each level's <tt>RoughLevel</tt> code, which by default is <tt>6</tt> in all levels. As the depth from the ground to the ceiling is a total of <tt>80</tt> in the unmodified game, 13 height units will nearly reach the ceiling{{verify}}.


<code>01 00</code> - ''Rubble''
Surface map files can use any values between <code>00 00</code> and <code>FF 00</code>, with the former being the lowest possible terrain and the latter being the highest possible. Most custom map tools only allow heights between <code>00 00</code>and <code>2F 00</code>, though manual hex editing allows for far greater values to be set. Such extreme height differences may cause mobile units and the game camera to move unusually. If the height difference is very sudden, sharp hills may disappear and be seen as fog holes in the ground and ceiling in eye and shoulder view, and moving the camera across such hills in top view can cause parts of low ground to disappear as they end up out of draw distance.
 
<code>02 00</code> - ''Power Path''
 
== Predug Map ==
The '''predug map''', usually found as ''dugg.MAP'' in [[LEGO Rock Raiders (PC video game)|LEGO Rock Raiders]]'s files, is the [[.MAP file]] that designates the locations of [[undiscovered cavern|hidden]] or exposed caverns (as well as [[Slimy Slug hole]]s).
 
 
<code>00 00</code> - ''No cavern (wall)''
 
<code>01 00</code> - ''Exposed cavern''
 
<code>02 00</code> - ''Hidden cavern''
 
<code>03 00</code> - ''Exposed Slimy Slug hole''
 
<code>04 00</code> - ''Hidden Slimy Slug hole''
 
== Surface map ==
The '''Surface map''', usually found as <tt>high.map</tt> (and therefore often called the ''height map''), is the [[.MAP file]] which designates the height of the [[terrain types|terrain]] at various locations in a [[LEGO Rock Raiders missions|mission]].
 
===Coding===
Like the [[erode map]], the higher the number, the higher the incremented value - in this case, the higher a specific block is.  For reference, the height from floor to ceiling in the unmodified [[LEGO Rock Raiders (PC video game)|game]], with a rough depth of 40 and a ceiling height of 40, is 6 height units.
 
<code>00 00</code>, <code>01 00</code>, <code>02 00</code>, <code>03 00</code>, <code>04 00</code>, <code>05 00</code>, <code>06 00</code>, <code>07 00</code>, <code>08 00</code>, <code>09 00</code>, <code>0A 00</code> - ''Height, <code>00 00</code> is lowest, <code>0A 00</code> is highest.''
 
The file can also be edited directly with a hex editor for more extreme heights. The Map Tool allows a height of up to <code>40 00</code>, which can cause parts of low ground to disappear as they end up out of draw distance.


=== Terrain map ===
=== Terrain map ===
The '''Terrain map''', usually found as <tt>surf.map</tt> (not to be confused with the Surface map, which controls floor height), is the map file type that designates the locations of various [[rock types|walls]], as well as [[ground]], [[water]], and [[lava]]. The [[LEGO Rock Raiders (PlayStation game)|PlayStation version]] of the game also uses Terrain maps, found as <tt>terrain.map</tt>, though seams are not used in-game.
The '''Terrain map''', usually found as <tt>surf.map</tt> (not to be confused with the Surface map, which controls floor height), is the map file type that designates the locations of various [[rock types|walls]], as well as [[ground]], [[water]], and [[lava]]. The [[LEGO Rock Raiders (PlayStation game)|PlayStation version]] of the game also uses Terrain maps, found as <tt>terrain.map</tt>.


Terrain map files use only the following values:
Terrain map files in the Windows PC version use only the following values:
* <code>00 00</code> - ''Some form of [[ground]]''
* <code>00 00</code> - Null
* <code>01 00</code> - ''[[Solid Rock]]''
* <code>01 00</code> - [[Solid Rock]]
* <code>02 00</code> - ''[[Hard Rock]]''
* <code>02 00</code> - [[Hard Rock]]
* <code>03 00</code> - ''[[Loose Rock]]''
* <code>03 00</code> - [[Loose Rock]]
* <code>04 00</code> - ''[[Dirt]]''
* <code>04 00</code> - [[Dirt]]
* <code>05 00</code> - ''Dirt'', was most likely once [[Soil]]
* <code>05 00</code> - Dirt, was most likely planned to be the unused [[Soil]]
* <code>06 00</code> - ''Basic [[lava]]''
* <code>06 00</code> - [[Lava]]
* <code>07 00</code> - ''unconfirmed''
* <code>07 00</code> - An unused form of water that displays as a blue sheet floating at the top of the wall. Empty tiles next to it will cause it to sink down to the ground, though it seems to behave differently in eye and shoulder view. It was possibly meant for some sort of flooding mechanic.
* <code>08 00</code> - ''[[Ore Seam]]''
* <code>08 00</code> - [[Ore Seam]]
* <code>09 00</code> - ''[[Water]]''
* <code>09 00</code> - [[Water]]
* <code>0A 00</code> - ''[[Energy Crystal Seam]]''
* <code>0A 00</code> - [[Energy Crystal Seam]]
* <code>0B 00</code> - ''[[Recharge Seam]]''
* <code>0B 00</code> - [[Recharge Seam]]
* <code>0C 00</code> - ''unconfirmed''
* <code>0D 00</code> - ''unconfirmed''
* <code>0E 00</code> - ''unconfirmed''
* <code>0F 00</code> - ''unconfirmed''
* <code>10 00</code> - ''unconfirmed''
* <code>11 00</code> - ''unconfirmed''


The code can continue up to <code>11 00</code> without the game crashing, though the results are very odd.
Note that none of the values actually correspond to ground, as a Predug map value of <code>01 00</code> (exposed) or <code>02 00</code> (hidden) is what actually determines caverns, while any Terrain map value except for <code>06 00</code>, <code>07 00</code>{{verify}}, and <code>09 00</code> will default to ground when marked as such. Most default maps use Dirt <code>04 00</code> everywhere that ground is designated; however, custom map tools tend to mark <code>00 00</code> where ground is designated.


It is suspected that <code>05 00</code> may have originaly been [[soil]].
The following values are not used in map files and do not present correctly in levels (showing as ground stretching up to the ceiling and acting like a wall that can't be drilled but can cause landslides and emerges), but are used in the [[Radar panel]]:
* <code>0C 00</code> - Rubble
* <code>0D 00</code> - Reinforced Wall
* <code>0E 00</code> - Power Path
* <code>0F 00</code> - Slimy Slug Hole
* <code>10 00</code> - Undiscovered Cavern
* <code>11 00</code> - Cavern Floor
Values of <code>12 00</code> and higher will crash the game when moused over.


Terrain map files in the PlayStation version use only the following values:
* <code>01 00</code> - Ground
* <code>02 00</code> - Dirt
* <code>03 00</code> - Loose Rock
* <code>04 00</code> - Hard Rock
* <code>05 00</code> - Solid Rock
* <code>06 00</code> - Lava
* <code>07 00</code> - Water


* <code>01 00</code> - ''Ground''
* <code>02 00</code> - ''Dirt
* <code>03 00</code> - ''
* <code>04 00</code> - ''
* <code>05 00</code> - ''Solid Rock''
* <code>06 00</code> - ''Lava
* <code>07 00</code> - ''Water
==Other==
There are also map files used for the [[Playstation Game]]:
*The Terrain.map (was undocumented on the old wiki)
Map files are encoded in '''Hexadecimal Code'''.  Every different kind of square in the level is designated a specific number in a specific map file.


[[Category:LEGO Rock Raiders file formats]]
[[Category:LEGO Rock Raiders file formats]]

Revision as of 23:53, 15 September 2017

This article is an unfinished work in progress or contains transferred information that needs to be rewritten or reformatted to fit our standards. Please excuse the mess and do not mark for deletion.

To do: HEAVY rewriting needed

The Map file format files are certain Level Files located in a mission's level folder. These control all the major properties of a the level. All of these can either be opened using a Hex-Editing Program or more preferably using the RRU Level Editor or the Map Tool. In the base game files they are often paired with .BLX files (which are possible leftovers from the Rock Raiders Beta, which are not necessary to run the map).

Map files are encoded in Hexadecimal Code. Every different kind of square in the level is designated a specific number in a specific map file.

Map types

Nine different map types are used in LEGO Rock Raiders. Though they all use the same encoding, which type they're marked as will determine how they are used in a level. Because of this, not every level uses all map types, and some are used rarely by default. Every level at minimum requires a Predug, Surface, and Terrain map to function without crashing the game.

Block Pointers Map

The Block Pointers map, usually found as tuto.map, is the map file type that designates the locations of tutorial blocks.

Tutorial blocks are markers or flags that are used in a level in cooperation with its NPL file. Depending on the objective scripting, flags can be used for a wide variety of functions, such as checking whether blocks are exposed or have been crossed, moving the camera to a specific location at a certain time, or pointing to a wall or floor block that the player needs to interact with. In special cases, it also tells a monster where to travel, and can trigger a scripting function if they stop at a certain flag.

Block Pointers map files can use any values between 01 00 and FF 00 in sequence[verify] to designate tutorial blocks. Values of 00 00 are taken as null.

CryOre map

The CryOre map, usually found as cror.map, is the map file type that designates the locations and amounts of Energy Crystals and Ore in a level (hence the name Crystals and Ore). Note that this only applies to materials found in walls defined in the terrain map; materials found lying around in open caverns are defined in the Object List, and Ore dug up out of rubble is defined in the PTL file.

CryOre map files use only the following values:

  • 00 00 - None
  • 01 00, 03 00 - One Energy Crystal
  • 02 00, 04 00 - One Ore
  • 05 00, 07 00 - Three Energy Crystals
  • 06 00, 08 00 - Three Ore
  • 09 00, 0B 00 - Five Energy Crystals
  • 0A 00, 0C 00 - Five Ore
  • 0D 00, 0F 00 - Ten Energy Crystals
  • 0E 00, 10 00 - Ten Ore
  • 11 00, 13 00 - Twenty-Five Energy Crystals
  • 12 00, 14 00 - Twenty-Five Ore

Values of 15 00 and higher will cause the game to crash when exposed. Odd values will cause the Energy Crystal notification message the instance the game freezes.

Emerge map

The Emerge map, usually found as emrg.map, is the map file type that designates the locations of trigger points and emerge points for monsters. All the trigger points of an identical value are tied to all the emerge points of the value one above that of the trigger point. When a Rock Raider walks or drives over a trigger point, a monster will emerge from the emerge point tied to that trigger.

The emerge point must be on a wall defined in the terrain map, can be any wall type except for Solid Rock, and can't be on a corner or have water or lava directly in front of it (even if the designated monster can cross water or lava). If all the walls located on an emerge points of the same number are mined, reinforced, or made into corners via collapsing walls next to them, the trigger point will cease to function. Conversely, a hidden wall that becomes exposed will cause a non-functioning trigger point to start functioning.

Like the Block Pointers map, every emerge block is given a different value in sequential order. Unlike the Block Pointers map, however, the values go up in increments of six instead of one, so that, for example, 02 00 and its trigger 01 00 are the first emerge in the map, but 08 00 and its trigger 07 00 will be the second, instead of 04 00 and 03 00.

Therefore, Emerge map files use the following values:

  • 00 00 - No Emerging on this block
  • 01 00 and higher in increments of 6 - Trigger on this block
  • 02 00 and higher in increments of 6 - Emerging on this block

Erode Map

The Erode map, usually found as erod.map, is the map file that designates the locations of eroding lava and erosion paths. Like the Fallin map, higher values represent more dangerous erosion.

Erode map files use only the following values:

  • 00 00 - No erosion
  • 01 00, 03 00, 05 00, 07 00, 09 00 - Blocks that only erode on a space adjacent to lava, with 09 00 eroding the fastest and 01 00 eroding the slowest
  • 02 00, 04 00, 06 00, 08 00, 0A 00 - Blocks that begin eroding at the start of the mission, regardless of whether they are next to lava or not, with 0A 00 eroding the fastest and 02 00 eroding the slowest

Odd numbers 0B 00 and higher have no effect. Even numbers 0C 00 and higher cause the erosion to progress backwards into the unused first stage, which it remains at until repaired.

Fallin Map

The Fallin map, usually found as fall.map, is the map file type that designates the locations of cave-ins. Like the Erode map, higher values represent more dangerous or unstable cave-ins.

Fallin map files use only the following values[verify]:

  • 00 00 - No cave-ins
  • 01 00, 02 00, 03 00, 04 00, 05 00, 06 00, 07 00, 08 00 - Cave-ins, with 01 00 being least dangerous and 08 00 being most dangerous

Path Map

The Path map, usually found as path.map, is the map file type that designates the locations of Power Paths and rubble.

Path map files use only the following values:

  • 00 00 - No Power Paths or rubble
  • 01 00 - Rubble
  • 02 00 - Power Path

Predug Map

The Predug map, usually found as dugg.map, is the map file type that designates whether blocks are walls or cavern terrain, whether a cavern is exposed or hidden, and the locations of Slimy Slug holes.

Predug map files use only the following values:

  • 00 00 - Wall
  • 01 00 - Exposed cavern
  • 02 00 - Hidden cavern
  • 03 00 - Slimy Slug hole
  • 04 00 - Hidden Slimy Slug hole

Surface map

The Surface map, usually found as high.map (and therefore often called the height map), is the map file type that designates the height of the terrain at each block in a level. Like the Erode map, higher values cause higher increments - in this case, the height of the northwest corner of a specific block. The exact difference between incremental height values is determined by each level's RoughLevel code, which by default is 6 in all levels. As the depth from the ground to the ceiling is a total of 80 in the unmodified game, 13 height units will nearly reach the ceiling[verify].

Surface map files can use any values between 00 00 and FF 00, with the former being the lowest possible terrain and the latter being the highest possible. Most custom map tools only allow heights between 00 00and 2F 00, though manual hex editing allows for far greater values to be set. Such extreme height differences may cause mobile units and the game camera to move unusually. If the height difference is very sudden, sharp hills may disappear and be seen as fog holes in the ground and ceiling in eye and shoulder view, and moving the camera across such hills in top view can cause parts of low ground to disappear as they end up out of draw distance.

Terrain map

The Terrain map, usually found as surf.map (not to be confused with the Surface map, which controls floor height), is the map file type that designates the locations of various walls, as well as ground, water, and lava. The PlayStation version of the game also uses Terrain maps, found as terrain.map.

Terrain map files in the Windows PC version use only the following values:

  • 00 00 - Null
  • 01 00 - Solid Rock
  • 02 00 - Hard Rock
  • 03 00 - Loose Rock
  • 04 00 - Dirt
  • 05 00 - Dirt, was most likely planned to be the unused Soil
  • 06 00 - Lava
  • 07 00 - An unused form of water that displays as a blue sheet floating at the top of the wall. Empty tiles next to it will cause it to sink down to the ground, though it seems to behave differently in eye and shoulder view. It was possibly meant for some sort of flooding mechanic.
  • 08 00 - Ore Seam
  • 09 00 - Water
  • 0A 00 - Energy Crystal Seam
  • 0B 00 - Recharge Seam

Note that none of the values actually correspond to ground, as a Predug map value of 01 00 (exposed) or 02 00 (hidden) is what actually determines caverns, while any Terrain map value except for 06 00, 07 00[verify], and 09 00 will default to ground when marked as such. Most default maps use Dirt 04 00 everywhere that ground is designated; however, custom map tools tend to mark 00 00 where ground is designated.

The following values are not used in map files and do not present correctly in levels (showing as ground stretching up to the ceiling and acting like a wall that can't be drilled but can cause landslides and emerges), but are used in the Radar panel:

  • 0C 00 - Rubble
  • 0D 00 - Reinforced Wall
  • 0E 00 - Power Path
  • 0F 00 - Slimy Slug Hole
  • 10 00 - Undiscovered Cavern
  • 11 00 - Cavern Floor

Values of 12 00 and higher will crash the game when moused over.

Terrain map files in the PlayStation version use only the following values:

  • 01 00 - Ground
  • 02 00 - Dirt
  • 03 00 - Loose Rock
  • 04 00 - Hard Rock
  • 05 00 - Solid Rock
  • 06 00 - Lava
  • 07 00 - Water