This is a pretty long response, addressing a number of questions here. I'm taking them (mostly) in reverse order (since that's the order the little topic review window is in
)....
First, someone commented that if you only define N and E (or any two non-opposing sides), you *must* have at least one square border. This is true, but it's also true that it's better to have at least one square border anyway - while it's technically possible to have things work right up to the edge, there are a couple corner cases where the code may not behave quite correctly, and it's easy to have a bug and not find it. Having 10 squares around the edge may be a little excessive - but probably not an issue on modern PCs. The bigger your map, the more memory it will require, and the more polygons will be drawn (though we're not talking huge poly counts anyway). Anything up to 1000x1000 should be very easily handled by any semi-modern PC.
As for floor and ceiling texture - you *MUST* point to a valid texture for the floor, the ceiling may be 'NULL', in which case you get no ceiling (you get sky, such as in Rennibister). You cannot leave either blank, as the parser is position-based and requires at least name, x, y, and floor (if you want a title bar, you *MUST* put something for ceiling). Also, I notice your title bar file name has spaces in it - this won't work (it will interpret this as a set of keywords, ignoring the last ones and trying to open a file 'DW' for the title bar). Spaces in filenames are broken anyway - don't do it
As for spacing in the cell listing - you can add blank lines or comment lines between cell definitions (IIRC - at one point you couldn't, but I'm fairly sure I added blank-line skipping to the map file parser), and within a cell definition you can add any non-newline whitespace between fields (i.e., spaces or tabs). That's it, though.
As to fonts - I don't remember which font we used on the title bars, but the font in the game is a hand-generated bitmap font, so you won't be able to match it exactly. That's why there's no descenders
As far as I remember, there is no limit on how many trap scripts can be written, really, it's just that it uses a %04d as the format specifier when loading the file.... in any case, you can at least get up to 9999 trap scripts, but remember, each one can be used more than once - you only need a new script for a new effect, not for a new instance of the same effect.
There's no built-in mechanism to handle one-way doors. It's not impossible to add to the code, but since I'm no longer part of Shifting Suns, I won't be doing it and I can't comment on whether or not they will. I *think* you could implement one-way doors using scripts, but I'll have to think about it....
As for secret doors, there's nothing special here, except that they're doors (i.e., walls with collision set to 0) that also have type 1 so spells can detect them (Origen already talked about that a little bit).
Cell types are a little off in Origen's description - there are actually 5 cell types. The default cell type, '0', is a standard cell. Cell type 1 is a cell with a special floor and/or garnish that can be entered by the party (i.e., the bushes in Rennibister, which have garnishes (the bushes), but can be walked in, or just about anywhere with a special floor). Cell type 2 is a cell with a special floor and/or garnish that cannot be entered by the party. Cell type 3 is a cell with a special floor and/or garnish, that is a non-standard height, that can be entered by the party. Height, for a cell, you ask? Well, if you have non-standard height walls in a dungeon, and you want the ceiling to also be higher than 1 unit up, you need a non-standard height cell. Cell type 4 is to 3 as 2 is to 1 (that is, cell with floor and/or garnish and non-standard height that cannot be entered - think a grand column in a giant underground dwarven city....). For cell types 3 and 4, there's an additional field at the end, <height>, which is 1-4 (just as for walls).
One last comment - someone asked about gateways and such in a city, and the answer they gave is exactly right - you simply provide a 'door' with a texture that has a large transparent area. Not only should that do the right thing as far as visibility, but it should also do the right thing with regards to shadows
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SK