Tar, Quicksand & nasty stuff |
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Tile Properties/Attributes: Death |
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Not all of these Tile numbers exist in every graphics set, and the appearance of Tilez varies by Tile number from set to set. Whereever a Tile number does not exist for a given area there is an error ![]() |
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Tile | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
99 | ![]() |
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100 | ![]() |
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101 | ![]() |
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102 | ![]() |
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103 | ![]() |
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104 | ![]() |
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105 | ![]() |
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Duplicate of Tile 100 in Areas 5 through 8 |
106 | ![]() |
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107 | ![]() |
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108 | ![]() |
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109 | ![]() |
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110 | ![]() |
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Duplicate of Tile 103 in Areas 5 through 8 |
111 | ![]() |
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112 | ![]() |
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Duplicate of Tile 111 in Areas 6 through 8 |
113 | ![]() |
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114 | ![]() |
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115 | ![]() |
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Duplicate of Tile 114 in Areas 5 through 8 |
116 | ![]() |
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117 | ![]() |
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118 | ![]() |
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Duplicate of Tile 117 in Areas 6 through 8 |
119 | ![]() |
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120 | ![]() |
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Duplicate of Tile 119 in Areas 5 through 8 |
121 | ![]() |
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122 | ![]() |
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123 | ![]() |
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(Near) duplicate of Tile 122 in Areas 5 through 8 |
124 | ![]() |
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125 | ![]() |
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Duplicate of Tile 118 except for Area 3 |
126 | ![]() |
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Duplicate of Tile 118 except for Area 3 |
127 | ![]() |
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128 | ![]() |
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Duplicate of Tile 121 in Areas 5 through 8 |
129 | ![]() |
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130 | ![]() |
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131 | ![]() |
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Duplicate of Tile 124 in Areas 5 through 8 |
132 | ![]() |
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133 | ![]() |
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134 | ![]() |
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Duplicate of Tile 127 in Areas 5,6 and 8 |
135 | ![]() |
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Duplicate of Tile 134 in Area 7 |
136 | ![]() |
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Duplicate of Tile 130 in Areas 1 through 3 Duplicate of Tile 135 in Areas 5 through 8 |
137 | ![]() |
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Duplicate of Tile 134 in Area 7 Duplicate of Tile 132 in Areas 5,6 and 8 |
138 | ![]() |
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139 | ![]() |
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140 | ![]() |
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Note: Specifying a Tile from this set that showz an error ![]() ![]() It is a FATAL error to use an invalid Tile number! If the graphicz designerz had been consistent, Tile #104 in:
Likewise, several other Tilez would have different numberz. (Isn't 20-20 hindsight wonderful? ![]() In Areaz 5 through 8, simply flipping another image horizontally or vertically to replace duplicated Tilez would give more variety to the terrain. For example, Area 8 you could have this Tile #105 ![]() ![]() ![]() ![]() ![]() |