Well, I went through the wall files to see if I could find any instances of Special Type 1, but there just doesn't seem to be any.
Some things that I found of interest.....
Origen uses an invisible wall in the TotE mod
Code: Select all
#DK_Cave_Wall
#Nodename Filename Collision(non-zero=true)
Invis pics/walls/invisi.dat 1 0
The Guard Tower has hidden doors
(but according to the code, they too would also appear as regular doors in the tab map)
Code: Select all
#gtowerwalls2
#Nodename Filename Collision(non-zero=true)
Wall pics/walls/towerwall.dat 1
Door pics/walls/housedoor01.dat 0
HiddenDoor pics/walls/towerwall.dat 0
#gtowercells2
# Hidden Doors
#<Cell name> <N Wall> <W Wall> <S Wall> <E Wall><type><floor><garnish>
HiddenDoor1 NULL HiddenDoor Wall NULL 0
HiddenDoor2 HiddenDoor Null Null Null 0
The hidden door uses the same image as does the towerwall, so it would look like a wall in the 3d view, but acts as a regular door as the collision is set to 0 but there is no Special Type so anyone hitting tab would be able to find the hidden door.
Also, the Guard Tower Level 2 doesn't even use
gtowerwalls2.cfg (containing the hidden doors), and neither do the other guard tower levels.
Guard Tower Level 2 uses
gtower2walls.cfg so unless there is some sort of switcheroo that happens in the Guard tower that modifies the map configuration to change the wall config file to gtowerwalls2.cfg (doubtful), then the hidden doors were never even used.
I haven't checked Origen's BT mod though. May have to look into that.
In regards to disabling the map, I don't think that's possible with only the modding tools we've been given.