I did testings.
Edited NERVE.WAD using SLADE just like GZDoom does at the end of the function:
https://github.com/ZDoom/gzdoom/blob/ma ... .cpp#L2384
but using the nomenclature I proposed in OP: instead of "LEVEL##" use "MAP33" onwards.
Then created a mapinfo.txt lump, being just an excerpt of the doom2.txt core lump with only the relevant parts for NERVE.WAD, and also changing all LEVEL## references for MAP33 onwards, and changing *only* these.
Packed the txt lump into a PK3, and ran GZDoom with -iwad DOOM2.WAD, and both custom NERVE.WAD and custom.pk3.
Results:
**Everything worked as wanted**.
idclev works, console map command works, music works correctly, playing through in general as well.
Also, levelnum directive in mapinfo.txt was not needed neither.
So both current school and old school users could remain happy.
This makes me thing that, if making proposed changes just to the aforementioned function, it would work just as good, *without* doing any complicated stuff of the like.
Probably a similar reasoning could have been done for Master Levels, but given the way they were originally released back in time, more like *individual* WADS, probably indeed leave it like that in this case.
I did testings.
Edited NERVE.WAD using SLADE just like GZDoom does at the end of the function:
https://github.com/ZDoom/gzdoom/blob/master/src/d_main.cpp#L2384
but using the nomenclature I proposed in OP: instead of "LEVEL##" use "MAP33" onwards.
Then created a mapinfo.txt lump, being just an excerpt of the doom2.txt core lump with only the relevant parts for NERVE.WAD, and also changing all LEVEL## references for MAP33 onwards, and changing *only* these.
Packed the txt lump into a PK3, and ran GZDoom with -iwad DOOM2.WAD, and both custom NERVE.WAD and custom.pk3.
Results:
**Everything worked as wanted**.
idclev works, console map command works, music works correctly, playing through in general as well.
Also, levelnum directive in mapinfo.txt was not needed neither.
So both current school and old school users could remain happy.
This makes me thing that, if making proposed changes just to the aforementioned function, it would work just as good, *without* doing any complicated stuff of the like.
Probably a similar reasoning could have been done for Master Levels, but given the way they were originally released back in time, more like *individual* WADS, probably indeed leave it like that in this case.