Here's a screenshot of whats happening: No sky.
Here's my MAPINFO lump:
Code: Select all
map MAP01 "Witch Way Now?"
levelnum 1
titlepatch CWILV00
Next endsequence
sky1 SKY1 0
cluster 1
par 30
Noinfighting
music D_SHAWN
// HIDDEN HANDS second cluster
clusterdef 1
flat STORY1
music D_READ_M
exittext "Thank you for playing the DMT demo.
The full game features 32 levels and a
large cast of enemies, weapons and
powerups. Note: Final version will have
many differences to that seen in this
demo.
Jack of Hearts"
Code: Select all
Intermission Inter_Cast
{
Image
{
// This is only here to initialize the background and the music
Background = "$bgcastcall"
Time = -1
Music = "$MUSIC_EVIL"
}
Link = ClwnCast
}
Intermission ClwnCast
{
Cast
{
CastClass = "RedClown"
CastName = "Giggles the Clown"
AttackSound = "Missile", 1, "grunt/attack"
}
Cast
{
CastClass = "BlueClown"
CastName = "Crackpot the Clown"
AttackSound = "Missile", 1, "shotguy/attack"
}
Cast
{
CastClass = "PinkClown"
CastName = "Ditso the Clown"
AttackSound = "Missile", 1, "chainguy/attack"
AttackSound = "Missile", 2, "chainguy/attack"
AttackSound = "Missile", 3, "chainguy/attack"
}
Cast
{
CastClass = "HoboClown"
CastName = "Rusty the Clown"
AttackSound = "Missile", 1, "chainguy/attack"
AttackSound = "Missile", 2, "chainguy/attack"
AttackSound = "Missile", 3, "chainguy/attack"
}
Cast
{
CastClass = "PuncturePop"
CastName = "Puncture Pop"
AttackSound = "Missile", 2, "imp/attack"
}
Cast
{
CastClass = "FloatingClown"
CastName = "Bhaji the Clown"
AttackSound = "Melee", 1, "demon/melee"
}
Cast
{
CastClass = "GenieClown"
CastName = "Bhuna the Clown"
AttackSound = "Missile", 1, "skull/melee"
}
Cast
{
CastClass = "Ghurst"
CastName = "Spooky Ghost"
AttackSound = "Missile", 1, "caco/attack"
}
Cast
{
CastClass = "BomBom"
CastName = "Bom-Bom the Clown"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "BamBam"
CastName = "Bam-Bam the Clown"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "PropellaHead"
CastName = "Propella-Head"
AttackSound = "Missile", 1, "baby/attack"
}
Cast
{
CastClass = "CorpseClown1"
CastName = "Dead Clown"
AttackSound = "Missile", 2, "skull/melee"
}
Cast
{
CastClass = "PuebloClown"
CastName = "Sacred Clown"
AttackSound = "Missile", 1, "skeleton/attack"
AttackSound = "Melee", 1, "skeleton/swing"
AttackSound = "Melee", 3, "skeleton/melee"
}
Cast
{
CastClass = "KlinkBrother1"
CastName = "Bobby Klink"
AttackSound = "Missile", 1, "fatso/attack"
AttackSound = "Missile", 4, "fatso/attack"
AttackSound = "Missile", 7, "fatso/attack"
}
Cast
{
CastClass = "KlinkBrother2"
CastName = "Ribbon Klink"
AttackSound = "Missile", 1, "fatso/attack"
AttackSound = "Missile", 4, "fatso/attack"
AttackSound = "Missile", 7, "fatso/attack"
}
Cast
{
CastClass = "KlinkBrother3"
CastName = "Popsy Klink"
AttackSound = "Missile", 1, "fatso/attack"
AttackSound = "Missile", 4, "fatso/attack"
AttackSound = "Missile", 7, "fatso/attack"
}
Cast
{
CastClass = "WizardClown"
CastName = "Clown Wizard"
AttackSound = "Missile", 1, "weapons/rocklf"
AttackSound = "Missile", 3, "weapons/rocklf"
AttackSound = "Missile", 5, "weapons/rocklf"
}
Cast
{
CastClass = "SorcererClown"
CastName = "Clown Sorcerer"
AttackSound = "Missile", 1, "weapons/rocklf"
AttackSound = "Missile", 3, "weapons/rocklf"
AttackSound = "Missile", 5, "weapons/rocklf"
}
Cast
{
CastClass = "BlueWizard"
CastName = "Clown Mage"
AttackSound = "Missile", 1, "weapons/rocklf"
AttackSound = "Missile", 3, "weapons/rocklf"
AttackSound = "Missile", 5, "weapons/rocklf"
}
Link = ClwnCast // restart cast call
}
Hope someone can help.
Thanks in advance.