Turns out that, despite my initial tests confirming otherwise, when using the original Doom II iwad, this patch now does not automatically load the starting hub map of Elementalism, and it must be triggered with console command map hub. However, it works perfectly fine when using a Wadsmoosh. Both have identical loadorders in my gzdoom_portable.txt.
After bashing my head against a wall a few times and trying all sorts of things; I honestly can't understand why this appears to be the case, so any help with understanding this will be appreciated.
Here's Elementalism's ZMAPINFO. It loads first in sequence:
Code: Select all
defaultmap
{
compat_explode1 = 1
compat_crossdropoff = 1
compat_invisibility = 1
EnableShadowmap
compat_corpsegibs = 0
compat_limitpain = 0
compat_mbfmonstermove = 0
compat_dropoff = 0
compat_useblocking = 0
compat_shorttex = 0
compat_floormove = 0
compat_pointonline = 0
compat_multiexit = 0
compat_nopassover = 0
compat_boomscroll = 0
compat_badangles = 0
//compat_wallrun = 0
compat_ravenscroll = 0
compat_trace = 0
//compat_hitscan = 0
compat_missileclip = 0
compat_polyobj = 0
compat_maskedmidtex = 0
compat_spritesort = 0
//compat_soundslots = 0
//compat_silentpickup = 0
//compat_silentinstantfloors = 0
compat_sectorsounds = 0
compat_soundcutoff = 0
compat_soundtarget = 0
}
GameInfo
{
AddEventHandlers = "WaterHandler"
PlayerClasses = "PortalPlayer"
StatusBarClass = "ElemStatusBar"
}
DamageType EWandDamage
{
Obituary = "%o got crushed by the Earth Wand"
}
DamageType EBossDamage
{
Obituary = "%o submitted to the Parasite of the Gods"
}
DamageType FireMonsterDamage
{
}
clearskills
skill baby
{
AutoUseHealth
AmmoFactor = 2
DamageFactor = 0.5
EasyBossBrain
SpawnFilter = Baby
PicName = "M_SKILL1"
Name = "$SKILL_BABY"
Key = "i"
ReplaceActor = "FatShotFireBoss", "FatShotFireBossEasy"
ReplaceActor = "ImpShotFireBoss", "ImpShotFireBossEasy"
ReplaceActor = "Hecteball", "HecteballEasy"
ReplaceActor = "ArachnotronBossPlasma", "ArachnotronBossPlasmaEasy"
ReplaceActor = "AracnorbBallBoss1", "AracnorbBallBoss1Easy"
ReplaceActor = "AracnorbBallBoss2", "AracnorbBallBoss2Easy"
ReplaceActor = "BlobBall", "BlobBallEasy"
ReplaceActor = "WallBlastLowHorizontal", "WallBlastLowHorizontalEasy"
ReplaceActor = "WallBlastHighHorizontal", "WallBlastHighHorizontalEasy"
ReplaceActor = "DeepOneBallBoss", "DeepOneBallBossEasy"
ReplaceActor = "AracnorbBallWaterBoss2", "AracnorbBallWaterBoss2Easy"
ReplaceActor = "VulgarShotBoss", "VulgarShotBossEasy"
ReplaceActor = "IceMistBoss", "IceMistBossEasy"
ACSReturn = 0
}
skill easy
{
EasyBossBrain
SpawnFilter = Easy
PicName = "M_SKILL2"
Name = "$SKILL_EASY"
Key = "h"
ReplaceActor = "FatShotFireBoss", "FatShotFireBossEasy"
ReplaceActor = "ImpShotFireBoss", "ImpShotFireBossEasy"
ReplaceActor = "Hecteball", "HecteballEasy"
ReplaceActor = "ArachnotronBossPlasma", "ArachnotronBossPlasmaEasy"
ReplaceActor = "AracnorbBallBoss1", "AracnorbBallBoss1Easy"
ReplaceActor = "AracnorbBallBoss2", "AracnorbBallBoss2Easy"
ReplaceActor = "BlobBall", "BlobBallEasy"
ReplaceActor = "WallBlastLowHorizontal", "WallBlastLowHorizontalEasy"
ReplaceActor = "WallBlastHighHorizontal", "WallBlastHighHorizontalEasy"
ReplaceActor = "DeepOneBallBoss", "DeepOneBallBossEasy"
ReplaceActor = "AracnorbBallWaterBoss2", "AracnorbBallWaterBoss2Easy"
ReplaceActor = "VulgarShotBoss", "VulgarShotBossEasy"
ReplaceActor = "IceMistBoss", "IceMistBossEasy"
ACSReturn = 1
}
skill normal
{
SpawnFilter = Normal
PicName = "M_SKILL3"
Key = "h"
Name = "$SKILL_NORMAL"
DefaultSkill
ReplaceActor = "FatShotFireBoss", "FatShotFireBossMedium"
ReplaceActor = "ImpShotFireBoss", "ImpShotFireBossMedium"
ReplaceActor = "Hecteball", "HecteballMedium"
ReplaceActor = "ArachnotronBossPlasma", "ArachnotronBossPlasmaMedium"
ReplaceActor = "AracnorbBallBoss1", "AracnorbBallBoss1Medium"
ReplaceActor = "AracnorbBallBoss2", "AracnorbBallBoss2Medium"
ReplaceActor = "BlobBall", "BlobBallMedium"
ReplaceActor = "WallBlastLowHorizontal", "WallBlastLowHorizontalMedium"
ReplaceActor = "WallBlastHighHorizontal", "WallBlastHighHorizontalMedium"
ReplaceActor = "DeepOneBallBoss", "DeepOneBallBossMedium"
ReplaceActor = "AracnorbBallWaterBoss2", "AracnorbBallWaterBoss2Medium"
ReplaceActor = "VulgarShotBoss", "VulgarShotBossMedium"
ReplaceActor = "IceMistBoss", "IceMistBossMedium"
ACSReturn = 2
}
skill hard
{
SpawnFilter = Hard
PicName = "M_SKILL4"
Name = "$SKILL_HARD"
Key = "u"
ACSReturn = 3
}
skill nightmare
{
AmmoFactor = 2
FastMonsters
DisableCheats
RespawnTime = 12
SpawnFilter = Nightmare
PicName = "M_SKILL5"
Name = "$SKILL_NIGHTMARE"
MustConfirm
Key = "n"
ACSReturn = 4
}
skill harddowndown
{
SpawnFilter = Hard
MustConfirm = "Lower monster damage & health for a much easier Ultra-Violence experience. Continue?"
ACSReturn = 5
MonsterHealth = 0.5
PicName = "M_SKILL6"
}
skill harddown
{
SpawnFilter = Hard
MustConfirm = "Lower monster damage for an easier Ultra-Violence experience. Continue?"
ACSReturn = 6
PicName = "M_SKILL7"
}
// ----------------------------- //
// Episode definition
// ----------------------------- //
clearepisodes
episode HUB
{
}
// ----------------------------- //
// Hub Map and Title Map
// ----------------------------- //
map hub "Temple of the Elements" {
levelnum = 1
music = ""
lightmode = 0
nointermission
sky1 = "ALLBLACK"
SmoothLighting
PrecacheSounds = "sounds/HubPortal", "sounds/HubThump", "sounds/HubElectric5", "sounds/HubElectric2", "sounds/HubElectric1", "sounds/HubElectric4", "sounds/stonedoorclose", "sounds/metalsqueak4", "sounds/HubElectrics"
PrecacheClasses = "HubLight"
Next = "EndTitle"
compat_crossdropoff = 0
}
map titlemap "Welcome to Elementalism" {
music = "D_TITLE"
levelnum = 99
sky1 = "ALLBLACK"
}
// ----------------------------- //
// Earth Maps
// ----------------------------- //
// Dreadopp
map e1 "Heart of the Feathered Serpent" {
levelnum = 2
music = "D_E1"
lightmode = 0
nointermission
sky1 = "EARTH1"
Next="e2"
par=210
}
// Dragonfly
map e2 "Descension" {
levelnum = 3
music = "D_E2"
lightmode = 1
nointermission
sky1 = "EARTH4"
Next="e3"
EvenLighting
par=300
}
// Bauul
map e3 "Betwixt The Thicket" {
levelnum = 4
music = "D_E3"
lightmode = 0
nointermission
sky1 = "EARTH2"
Next="e4"
par=450
}
// Remmirath
map e4 "Fallen City of Hedania" {
levelnum = 5
music = "D_E4"
nointermission
sky1 = "EARTH3"
skyfog = 16
Next="e5"
par=1320
lightmode = 2
}
// Bauul - Boss Map
map e5 "Deus Vermem" {
levelnum = 6
music = "D_E5"
lightmode = 2
nointermission
sky1 = "EARTH1"
AirControl = 0.35
Next="Hub"
par=540
}
// ----------------------------- //
// Water Maps
// ----------------------------- //
// Dreadopp
map w1 "A Watery Grave" {
levelnum = 17
music = "D_W1"
lightmode = 2
nointermission
sky1 = "DYMIST"
Next="w2"
Par=240
PrecacheClasses = "W1_Export", "W2_Export_Upper", "W2_Export_Lower", "W3_Block", "W4_Export", "WaterSkyBox_1", "W4_Export_Mini", "Waterwheel", "horus_pylon", "claybrazier", "3x_chain_straight_fixedorigins_nospikes", "EleSmallFlameBlue", "EleShortBlueTorch", "EleBlueTorch", "rocks1", "rocks2", "rocks3", "rocks4", "palm1", "palm2", "palm3", "palm4", "palm5", "palm6", "W4Dunes_v2", "Ramses_Sitting"
}
// Phade
map w2 "The Sunken Temple" {
levelnum = 18
music = "D_W2"
lightmode = 0
nointermission
sky1 = "WATER2"
Par=540
Next="w3"
}
// Bauul and Remmirath
map w3 "Roots of the Weeping Mountain" {
levelnum = 19
music = "D_W3"
lightmode = 0
nointermission
sky1 = "WATER3"
Next="w4"
Par=1110
PrecacheSounds = "STAIRRTE"
}
// Bauul
map w4 "The Palace of Tears" {
levelnum = 20
music = "D_W4"
lightmode = 2
nointermission
sky1 = "WATER4"
Next="w5"
Par=1080
PrecacheClasses = "W1_Export", "W2_Export_Upper", "W2_Export_Lower", "W3_Block", "W4_Export", "WaterSkyBox_1", "W4_Export_Mini", "Waterwheel", "horus_pylon", "claybrazier", "3x_chain_straight_fixedorigins_nospikes", "EleSmallFlameBlue", "EleShortBlueTorch", "EleBlueTorch", "rocks1", "rocks2", "rocks3", "rocks4", "palm1", "palm2", "palm3", "palm4", "palm5", "palm6", "W4Dunes_v2", "Ramses_Sitting"
// EvenLighting
// nolightfade
UsePlayerStartZ
compat_crossdropoff = 0
}
// Bauul
map w5 "The Fountainhead" {
levelnum = 21
music = "D_W5"
lightmode = 2
nointermission
sky1 = "WATER4"
UsePlayerStartZ
Next="Hub"
Par=1200
PrecacheClasses = "WaterBossShooterOrb"
PrecacheTextures = "HBP1A0", "HBP1B0", "HBP1C0", "HBP1D0", "HBP1E0", "HBP1F0", "HBP1G0", "HBP1H0", "HBP1I0", "HBP1J0", "HBP1K0", "HBP1L0", "HBP1M0", "HBP1N0", "HBP1O0", "HBP1P0", "HBP1Q0", "HBP1R0", "HBP1S0", "HBP1T0", "HBP1U0", "HBP1V0", "HBP1W0", "HBP1X0", "HBP1Y0", "HBP1Z0", "HBP2A0", "HBP2B0", "HBP2C0", "HBP2D0", "HBP2E0", "HBP2F0"
PrecacheSounds = "CRANK4", "sounds/trapstop", "Airwand/Fire", "sounds/WaterBang"
}
// ----------------------------- //
// Fire Maps
// ----------------------------- //
// Bridgeburner
map f1 "The Ashen Steppe" {
levelnum = 7
music = "D_F1"
lightmode = 0
nointermission
sky1 = "FIRE1"
Next="f2"
Par=480
}
// Dragonfly
map f2 "Cauldron of Azar" {
levelnum = 8
music = "D_F2"
lightmode = 0
nointermission
sky1 = "FIRE1"
Next = "F3"
Par=720
PrecacheTextures = "Doorbake", "gear2_diffuse", "Gibbet", "Chain_diffuse", "Gibbet_drk", "F2_door_2", "F2_FLOOR"
}
// Bauul
map f3 "The Steamclock Labyrinth" {
levelnum = 9
music = "D_F3"
par = 390
next = "f4"
lightmode = 0
nointermission
AirControl = 0.1
sky1 = "FIRE4"
}
// Remmirath
map f4 "Forge of Nathrath" {
levelnum = 10
UsePlayerStartZ
checkswitchrange
music = "D_F4"
lightmode = 0
par = 840
nointermission
sky1 = "FIRE4"
Next="f5"
}
// Bridgeburner
map f5 "Beneath the Hammer" {
levelnum = 11
music = "D_F5"
lightmode = 0
nointermission
sky1 = "FIRE4"
Next="Hub"
par = 360
compat_crossdropoff = 0
}
Code: Select all
GameInfo
{
StatusBarClass = "SpecialHexenStatusBar"
AddPlayerClasses = "DruidPlayer"
AddEventHandlers = "StepEventHandler"
AddEventHandlers = "GibbetFixingEventHandler"
AddEventHandlers = "HPModifierHandler"
BackpackType = ""
DrawReadThis = True
titletime = 12
PlayerClasses = "MyrmidonPlayer", "CrusaderPlayer", "MagisterPlayer", "DruidPlayer"
InfoPage = "WalpHelp", "HALPMYRM", "HALPCRUS", "HALPMAGI", "HALPDRUI"
menufontcolor_title = "RED"
menufontcolor_label = "WHITE"
menufontcolor_value = "DARKGREEN"
menufontcolor_action = "ICE"
menufontcolor_header = "RED"
menufontcolor_highlight = "DARKGREEN"
menufontcolor_selection = "DARKGREEN"
MenuSliderColor = "RED"
intermissionmusic = "MYRMIDON"
FinaleMusic = "WALINTER"
ExitPic = "INTERPIC"
GibFactor = 0.5
titlemusic = "TITLEMUZ"
QuitMessages ="$QUITMSG1","$QUITMSG2","$QUITMSG3","$QUITMSG4","$QUITMSG5","$QUITMSG6","$QUITMSG7","$QUITMSG8","$QUITMSG9","$QUITMSG10","$QUITMSG11","$QUITMSG12"
}
map TITLEMAP lookup "TITLEMAP"
{
music = "TITLEMUZ"
}
Clearskills
Skill SkillOne
{
spawnfilter = baby
aggressiveness = 0.1
ammofactor = 1.5
damagefactor = 0.5
ACSReturn = 0
TotalInfighting
EasyKey
PlayerClassName = "Baratus the Myrmidon" , "Uh... I left my sword at home..."
PlayerClassName = "Parias the Crusader" , "Seek penance, ye of little faith..."
PlayerClassName = "Daedolon the Magister" , "Out of Magic Missiles..."
PlayerClassName = "Illitheya the Druid", "...if a woodchuck could chuck wood?"
name = "Ooh! Flowers! Korax can wait."
}
Skill SkillTwo
{
spawnfilter = easy
aggressiveness = 0.3
ammofactor = 1.0
damagefactor = 0.9
ACSReturn = 1
PlayerClassName = "Baratus the Myrmidon" , "Just Part of the Rank and File."
PlayerClassName = "Parias the Crusader" , "The Light is with me. I think."
PlayerClassName = "Daedolon the Magister" , "Fresh out of the Library."
PlayerClassName = "Illitheya the Druid", "The Forest is quiet... for now..."
name = "I'm on an Adventure!"
}
Skill SkillThree
{
spawnfilter = normal
aggressiveness = 0.5
ammofactor = 1.0
damagefactor = 1
ACSReturn = 2
DefaultSkill
PlayerClassName = "Baratus the Myrmidon" , "I AXE the questions around here!"
PlayerClassName = "Parias the Crusader" , "In this valley of death I shall fear no evil!"
PlayerClassName = "Daedolon the Magister" , "I'm wise beyond my years, some say!"
PlayerClassName = "Illitheya the Druid", "I fly like a Buzzard, sting like a Bee."
name = "My those mountains look questworthy."
}
Skill SkillFour
{
spawnfilter = hard
aggressiveness = 0.7
ammofactor = 1.0
damagefactor = 1
MonsterHealth = 1.1
ACSReturn = 3
PlayerClassName = "Baratus the Myrmidon" , "Bodies are strewn in my wake!"
PlayerClassName = "Parias the Crusader" , "With true faith, one can move mountains!"
PlayerClassName = "Daedolon the Magister" , "Who Am I? The Lord of the Elements!"
PlayerClassName = "Illitheya the Druid", "Nature knows no mercy, no kindness."
name = "Heh... they don't stand a chance."
}
Skill SkillFive
{
disablecheats
fastmonsters
TextColor = "Brick"
spawnfilter = nightmare
RespawnTime = 420
RespawnLimit = 2
aggressiveness = 0.9
ammofactor = 1.5
damagefactor = 1.1
MonsterHealth = 1.2
ACSReturn = 4
MustConfirm = "Are you positively certain that's a good idea? Monsters will have more HP, will deal more damage, and will respawn!"
PlayerClassName = "Baratus the Myrmidon" , "No. You are already dead."
PlayerClassName = "Parias the Crusader" , "Behold! I am Ascending!"
PlayerClassName = "Daedolon the Magister" , "I'm a Motherfuckin' Magister!"
PlayerClassName = "Illitheya the Druid", "Such is the lot of the Avatar of Genesis."
name = "Level 20 and Rising."
}
Map WALPTEST "Walpurgisnacht"
{
Music = "CELTWALP"
Sky1 = "STELLAR"
AllowMonsterTelefrags
}
Map WALPTES2 "Walpurgisnacht"
{
Music = "CELTWALP"
Sky1 = "STELLAR"
AllowMonsterTelefrags
}
gamedefaults
{
F1 = "WalpHelp"
missilesactivateimpactlines
}
automap
{
base = "Raven"
showlocks = True
SpecialWallColor = "00 33 33"
}
Code: Select all
// MAPINFO for Doom 2
clearepisodes
episode map01
{
name = "$TXT_D2E1"
key = "h"
}
episode level01
{
name = "$TXT_D2E2"
key = "n"
optional
}
defaultmap
{
sucktime = 1
}
map MAP01 lookup "HUSTR_1"
{
titlepatch = "CWILV00"
next = "MAP02"
secretnext = "MAP02"
sky1 = "SKY1"
cluster = 5
par = 30
music = "$MUSIC_RUNNIN"
exitpic = "$INTMAP1"
enterpic = "$INTMAP1"
}
map MAP02 lookup "HUSTR_2"
{
titlepatch = "CWILV01"
next = "MAP03"
secretnext = "MAP03"
sky1 = "SKY1"
cluster = 5
par = 90
music = "$MUSIC_STALKS"
exitpic = "$INTMAP1"
enterpic = "$INTMAP1"
}
map MAP03 lookup "HUSTR_3"
{
titlepatch = "CWILV02"
next = "MAP04"
secretnext = "MAP04"
sky1 = "SKY1"
cluster = 5
par = 120
music = "$MUSIC_COUNTD"
exitpic = "$INTMAP1"
enterpic = "$INTMAP1"
}
map MAP04 lookup "HUSTR_4"
{
titlepatch = "CWILV03"
next = "MAP05"
secretnext = "MAP05"
sky1 = "SKY1"
cluster = 5
par = 120
music = "$MUSIC_BETWEE"
exitpic = "$INTMAP1"
enterpic = "$INTMAP1"
}
map MAP05 lookup "HUSTR_5"
{
titlepatch = "CWILV04"
next = "MAP06"
secretnext = "MAP06"
sky1 = "SKY1"
cluster = 5
par = 90
music = "$MUSIC_DOOM"
exitpic = "$INTMAP1"
enterpic = "$INTMAP1"
}
map MAP06 lookup "HUSTR_6"
{
titlepatch = "CWILV05"
next = "MAP07"
secretnext = "MAP07"
sky1 = "SKY1"
cluster = 5
par = 150
sucktime = 1
music = "$MUSIC_THE_DA"
needclustertext
exitpic = "$INTMAP1"
enterpic = "$INTMAP1"
}
map MAP07 lookup "HUSTR_7"
{
titlepatch = "CWILV06"
next = "MAP08"
secretnext = "MAP08"
sky1 = "SKY1"
cluster = 6
par = 120
map07special
music = "$MUSIC_SHAWN"
exitpic = "$INTMAP2"
enterpic = "$INTMAP1"
}
map MAP08 lookup "HUSTR_8"
{
titlepatch = "CWILV07"
next = "MAP09"
secretnext = "MAP09"
sky1 = "SKY1"
cluster = 6
par = 120
music = "$MUSIC_DDTBLU"
exitpic = "$INTMAP2"
enterpic = "$INTMAP2"
}
map MAP09 lookup "HUSTR_9"
{
titlepatch = "CWILV08"
next = "MAP10"
secretnext = "MAP10"
sky1 = "SKY1"
cluster = 6
par = 270
music = "$MUSIC_IN_CIT"
exitpic = "$INTMAP2"
enterpic = "$INTMAP2"
}
map MAP10 lookup "HUSTR_10"
{
titlepatch = "CWILV09"
next = "MAP11"
secretnext = "MAP11"
sky1 = "SKY1"
cluster = 6
par = 90
music = "$MUSIC_DEAD"
exitpic = "$INTMAP2"
enterpic = "$INTMAP2"
}
map MAP11 lookup "HUSTR_11"
{
titlepatch = "CWILV10"
next = "MAP12"
secretnext = "MAP12"
sky1 = "SKY1"
cluster = 6
par = 210
music = "$MUSIC_STLKS2"
needclustertext
exitpic = "$INTMAP2"
enterpic = "$INTMAP2"
}
map MAP12 lookup "HUSTR_12"
{
titlepatch = "CWILV11"
next = "MAP13"
secretnext = "MAP13"
sky1 = "SKY2"
cluster = 7
par = 150
music = "$MUSIC_THEDA2"
exitpic = "$INTMAP3"
enterpic = "$INTMAP2"
}
map MAP13 lookup "HUSTR_13"
{
titlepatch = "CWILV12"
next = "MAP14"
secretnext = "MAP14"
sky1 = "SKY2"
cluster = 7
par = 150
music = "$MUSIC_DOOM2"
exitpic = "$INTMAP3"
enterpic = "$INTMAP3"
}
map MAP14 lookup "HUSTR_14"
{
titlepatch = "CWILV13"
next = "MAP15"
secretnext = "MAP15"
sky1 = "SKY2"
cluster = 7
par = 150
music = "$MUSIC_DDTBL2"
exitpic = "$INTMAP3"
enterpic = "$INTMAP3"
}
map MAP15 lookup "HUSTR_15"
{
titlepatch = "CWILV14"
next = "MAP16"
secretnext = "MAP31"
sky1 = "SKY2"
cluster = 7
par = 210
music = "$MUSIC_RUNNI2"
needclustertext
exitpic = "$INTMAP3"
enterpic = "$INTMAP3"
}
map MAP16 lookup "HUSTR_16"
{
titlepatch = "CWILV15"
next = "MAP17"
secretnext = "MAP17"
sky1 = "SKY2"
cluster = 7
par = 150
music = "$MUSIC_DEAD2"
exitpic = "$INTMAP3"
enterpic = "$INTMAP3"
}
map MAP17 lookup "HUSTR_17"
{
titlepatch = "CWILV16"
next = "MAP18"
secretnext = "MAP18"
sky1 = "SKY2"
cluster = 7
par = 420
music = "$MUSIC_STLKS3"
exitpic = "$INTMAP3"
enterpic = "$INTMAP3"
}
map MAP18 lookup "HUSTR_18"
{
titlepatch = "CWILV17"
next = "MAP19"
secretnext = "MAP19"
sky1 = "SKY2"
cluster = 7
par = 150
music = "$MUSIC_ROMERO"
exitpic = "$INTMAP3"
enterpic = "$INTMAP3"
}
map MAP19 lookup "HUSTR_19"
{
titlepatch = "CWILV18"
next = "MAP20"
secretnext = "MAP20"
sky1 = "SKY2"
cluster = 7
par = 210
music = "$MUSIC_SHAWN2"
exitpic = "$INTMAP3"
enterpic = "$INTMAP3"
}
map MAP20 lookup "HUSTR_20"
{
titlepatch = "CWILV19"
next = "MAP21"
secretnext = "MAP21"
sky1 = "SKY2"
cluster = 7
par = 150
music = "$MUSIC_MESSAG"
needclustertext
exitpic = "$INTMAP3"
enterpic = "$INTMAP3"
}
map MAP21 lookup "HUSTR_21"
{
titlepatch = "CWILV20"
next = "MAP22"
secretnext = "MAP22"
sky1 = "SKY3"
cluster = 8
par = 240
music = "$MUSIC_COUNT2"
exitpic = "$INTMAP4"
enterpic = "$INTMAP3"
}
map MAP22 lookup "HUSTR_22"
{
titlepatch = "CWILV21"
next = "MAP23"
secretnext = "MAP23"
sky1 = "SKY3"
cluster = 8
par = 150
music = "$MUSIC_DDTBL3"
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP23 lookup "HUSTR_23"
{
titlepatch = "CWILV22"
next = "MAP24"
secretnext = "MAP24"
sky1 = "SKY3"
cluster = 8
par = 180
music = "$MUSIC_AMPIE"
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP24 lookup "HUSTR_24"
{
titlepatch = "CWILV23"
next = "MAP25"
secretnext = "MAP25"
sky1 = "SKY3"
cluster = 8
par = 150
music = "$MUSIC_THEDA3"
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP25 lookup "HUSTR_25"
{
titlepatch = "CWILV24"
next = "MAP26"
secretnext = "MAP26"
sky1 = "SKY3"
cluster = 8
par = 150
music = "$MUSIC_ADRIAN"
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP26 lookup "HUSTR_26"
{
titlepatch = "CWILV25"
next = "MAP27"
secretnext = "MAP27"
sky1 = "SKY3"
cluster = 8
par = 300
music = "$MUSIC_MESSG2"
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP27 lookup "HUSTR_27"
{
titlepatch = "CWILV26"
next = "MAP28"
secretnext = "MAP28"
sky1 = "SKY3"
cluster = 8
par = 330
music = "$MUSIC_ROMER2"
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP28 lookup "HUSTR_28"
{
titlepatch = "CWILV27"
next = "MAP29"
secretnext = "MAP29"
sky1 = "SKY3"
cluster = 8
par = 420
music = "$MUSIC_TENSE"
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP29 lookup "HUSTR_29"
{
titlepatch = "CWILV28"
next = "MAP30"
secretnext = "MAP30"
sky1 = "SKY3"
cluster = 8
par = 300
music = "$MUSIC_SHAWN3"
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP30 lookup "HUSTR_30"
{
titlepatch = "CWILV29"
next = "EndGameC"
secretnext = "EndGameC"
sky1 = "SKY3"
cluster = 8
par = 180
allowmonstertelefrags
music = "$MUSIC_OPENIN"
needclustertext
exitpic = "$INTMAP4"
enterpic = "$INTMAP4"
}
map MAP31 lookup "HUSTR_31"
{
titlepatch = "CWILV30"
next = "MAP16"
secretnext = "MAP32"
sky1 = "SKY3"
cluster = 9
par = 120
music = "$MUSIC_EVIL"
exitpic = "$INTMAP3"
enterpic = "$INTMAP5"
}
map MAP32 lookup "HUSTR_32"
{
titlepatch = "CWILV31"
next = "MAP16"
secretnext = "MAP16"
sky1 = "SKY3"
cluster = 10
par = 30
music = "$MUSIC_ULTIMA"
exitpic = "$INTMAP3"
enterpic = "$INTMAP6"
}
// DOOM II first cluster (up thru level 6)
cluster 5
{
flat = "$BGFLAT06"
exittext = lookup, "C1TEXT"
}
// DOOM II second cluster (up thru level 11)
cluster 6
{
flat = "$BGFLAT11"
exittext = lookup, "C2TEXT"
}
// DOOM II third cluster (up thru level 20)
cluster 7
{
flat = "$BGFLAT20"
exittext = lookup, "C3TEXT"
}
// DOOM II fourth cluster (up thru level 30)
cluster 8
{
flat = "$BGFLAT30"
exittext = lookup, "C4TEXT"
}
// DOOM II fifth cluster (level 31)
cluster 9
{
flat = "$BGFLAT15"
entertext = lookup, "C5TEXT"
}
// DOOM II sixth cluster (level 32)
cluster 10
{
flat = "$BGFLAT31"
entertext = lookup, "C6TEXT"
}
