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Our Mapping Guidelines
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PAR TIMES
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Pars are set on Normal difficulty - most direct route to the exit.
BigBrik is set on normal, but every stop is pulled to get to the end (even use 
of secrets).

To calculate the value to put in MAPINFO for both par and BB:

( [BB IN SECONDS] * 36000 ) + [PAR IN SECONDS]

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AUTOMAP CLEANUP
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The following areas/lines must be HIDDEN:

- Sectors outside of the map for control or monster teleport.
- Any and all scenery-only areas that the player cannot reach.
- Any lines on a sector that is used purely to achieve a decorative effect 
  on a solid, front-facing wall.
- Any area that hides a secret that can be reached "outside" the playable 
  area that does not require opening a wall to enter it (see E1A1 yellow armor 
  secret).
- Anything that you don't want the Locationator revealing.

The following lines must be SECRET:

- All lines that border playable area that the player cannot effectively cross 
  (all lines past these lines must be hidden).
- All lines that use "trickery" to achieve a mixed-texture look on a solid, 
  front-facing wall: the line that borders the playable area must be SECRET.
- All lines attached to the entrances of secret areas that would betray their 
  location.


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Use of COWS
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- MUST HAVE ONE COW IN EACH LEVEL! (Not important to any game code - just 
theming)

Always use regular cows, EXCEPT:

- Cold areas. Use winter-wear cows.
- In space (but not moon surface). Use space suit cows.

- Also where thematically appropriate.


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E2 Environments
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Vacuum: Take damage when outside (rate?), airlocks/forcegate entrances/exits, 
  roughly 1/2 gravity (0.41 gravity) outside (~128 jump height), no grass.
Dome: No damage, normal physics.

Sky ceilings in indoor areas that are simply meant as skylights, or windows 
between indoor and outdoor areas, can use the textures SUPFF***. (These are 
similar to the blue forcefield edge textures that Duke used in the dome in 
E2L8.)


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Sound Presets
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Space Vacuum areas should use Sound Environment 50, 0. 
