My main question is:  What are the rules for creating the vertices for walls?  
I tried to reverse engineer them for my last map maker, but I messed up 
somewhat and it rendered badly.  If there are no hard and fast rules, I'm going 
to try and reverse engineer the stuff again.

I'm just trying to become educated on this before I get the ball rolling on a 
map maker.   The first thing I'll do is make a tile based map maker.  I think 
laying out a map in a tile sort of way makes creating the map more intuitive.  
You get to put the walls where you want, and lay down some colored flooring.  
If you play the level without editing it further, you may have a feeling like 
you are thrown back to Wolfenstein 3d.  It still has merits because you get to 
parse out the level in a rough structure of what you'd like to see.  More 
advanced editing can be done later.

The second stage to the Map Maker will be for me to:
Move around inside the map with something akin to Simple1's controls.
Add objects into the map(like items, monsters, stair cases, floating platforms)
Raise/Lower floors and ceilings.

And I think I am capable of doing that stage.

The third stage is going to be tough for me as I do not know a whole lot about 
linear algebra.  The third stage will have these tools:
Create a tunnel or hole through walls, ceiling, or floors.
Create lumpy terrain from flat floors.

If someone can help me get through the third stage, it could be a good enough 
map maker that other people would want to add functionality into it too.

I know every so often that someone brings up the idea of a map editor for 
CrystalSpace and it fizzles out.  I'm not saying this is any different.  I'm 
just saying that I'll likely have to go there eventually myself so I'd like 
some education on it.  All I know how to do is reverse engineer the level in 
walktest.  

       
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