6DC9F6CCEAE7A91AEC48EBE506F22BC4 // void.wad MAP01 { // Slightly squash the pillars in the starting room with "stimpacks" // floating on them so that they can be obtained. sectorflooroffset 62 -8 setwallyscale 286 front bot 1.090909 setwallyscale 287 front bot 1.090909 setwallyscale 288 front bot 1.090909 setwallyscale 289 front bot 1.090909 sectorflooroffset 63 -8 setwallyscale 290 front bot 1.090909 setwallyscale 291 front bot 1.090909 setwallyscale 292 front bot 1.090909 setwallyscale 293 front bot 1.090909 sectorflooroffset 118 -8 setwallyscale 710 front bot 1.090909 setwallyscale 711 front bot 1.090909 setwallyscale 712 front bot 1.090909 setwallyscale 713 front bot 1.090909 sectorflooroffset 119 -8 setwallyscale 714 front bot 1.090909 setwallyscale 715 front bot 1.090909 setwallyscale 716 front bot 1.090909 setwallyscale 717 front bot 1.090909 setslopeoverflow } B2D8DA03489D1C67F60DC87FBC4EA338 // map01 - Massmouth 2 801304DA3784308D333951B5E0CF8E9E // map02 6EA4D5CAEA16857B2A882467E1633BC2 // map03 A4E01929938958BB9DA9EF3066802184 // map04 54F4B897BAA50F070CECA25555031C15 // map05 BB93EA15CA068FBC7E0381E4E959207C // map06 960397183E44D26212E8876681D2801D // map07 E4D05765BDB5BF9D22F0548E2807BAE9 // map08 696203E7A2C8A14C00F8824F74BD3D53 // map09 EEFB83ABB26A473382FAA063CF120501 // map10 FD031167E57BD1EEB65279F5895300F2 // map11 9C69328D5B82392DEA1C0552CF283F38 // map12 16569BB1F80D52304319DDD0C2DE4B5A // map13 1760E2F04B4E2C5CDD235855FCAB8327 // map14 A80E7EE40E0D0C76A6FBD242BE29FE27 // map15 2F1F8E27FBB5EF21AFBE1F3B13C03037 // map16 1CE294781A2455DE72C197E0B3DF6212 // map31 { setslopeoverflow resetplayerspeed } 6DA6FCBA8089161BDEC6A1D3F6C8D60F // Eternal Doom MAP25 { stairs maskedmidtex } 10E1E2B36302D31AC4AE68C84B5DC457 // Eternal Doom MAP28 { // What's really sad is that I got a separate bug report for this map // years ago, but nobody made mention of this problem back then. trace useblocking } // mostly cosmetic (except AV MAP07 and MM2 MAP25) 0EECBF37B328C9CAAF20DED4949A4157 // Sudtic e2m6 4ACE0644883BDA0CBA254FA02C9ACF83 // Teutic e3m4 9F2BE080A33F775294BD78822456924E // Nukemine e1m4 CD31793D3A4B00231B124C0C23649644 // Strain map02 19094AEB53D12EFC8E0568424F659F11 // Strain map31 60733BDD1AA3F4B2262ADC79B2E1B5AB // Memento Mori map29 F84AB4557464A383E93F37CD3A82AC48 // MM2 map03 1497894956B3C8EBE8A240B7FDD99C6A // MM2 map25 941E4CB56EE4184E0B1ED43486AB0BBF // AV map07 { shorttex } 2FE901F659A16E58D7BCD7C30021C238 // AV map15 74AF92E96FE10D039D31C1F6526D7D7C // Real World map11 { trace } 9D50EBE17CEC78938C7A668DB0768611 // Strain map07: Make the exit accessible { clearlineflags 1021 1 } 71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind 96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04 { useblocking } // Cosmetic, but that option was added just for this map so it'd be a shame not to use it 6BC4D6B73165D8C86CF190D44C87EE70 // Suspended in Dusk map01 { sectorsounds } 7F24BFC1791F0107CE8F30B7FD3D9802 // Community Chest map29 { wallrun } // Doomsday of UAC: both the barons and the cyberdemon need to activate sector tagged 666 32FC3115A3162B623F0D0F4E7DEE6861 // e1m8 { anybossdeath } // Arch-Vile ghost monster effect is used by the following maps 145C4DFCF843F2B92C73036BA0E1D98A // Hell Revealed map26 5379C080299EB961792B50AD96821543 // Hell to Pay map14 7837B5334A277F107515D649BCEFB682 // Hell to Pay map22 2EEB1E12FA9F9545DE9D99990A4A78E5 // Icarus map24 65A53A09A09525AE42EA210BF879CD37 // Plutonia 2 map32 2499CF9A9351BE9BC4E9C66FC9F291A7 // Requiem map23 3CA5493FEFF2E27BFD4181E6C4A3C2BF // The Waterfront map01 CBDFEFAC579A62DE8F1B48CA4A09D381 // gather2.wad map05 and darkside.wad map01 C7A2FAFB0AFB2632C50AD625CDB50E51 // Reverie map18 9E5724BC6135AA6F86EE54FD4D91F1E2 // Project X map14 6DA6FCBA8089161BDEC6A1D3F6C8D60F // Eternal Doom map25 01899825FFEAE016D39C02A7DA4B218F // Archie map01 1D9F3AFDC2517C2E450491ED13896712 // Seej map01 0AE745A3AB86D15FB2FB74489962C421 // 6pack2 map02 2EA635C6B6AEC76B6BC77448DAB22F9A // Squadron 417 map21 1E998262EE319B7D088E01DE782E6B41 // Mayhem 2013 map05 A81E2734F735A82720D8E0F1442BA0C9 // Imp's [sic] are Ghost Gods map01 { corpsegibs vileghosts } // invert the sorting order of overlapping sprites at the same spot 551D6B416EB3324790BC0F0F74B49600 // Strain map13 2F49C29691F8565F0B99B27FCF2627E6 // Astrostein 1 MAP01 55A741F9C2955C2B06F2387E45ED6C62 // MAP02 4E7286B735671A942C54FAC6CB52A8C3 // MAP03 825772094FF3569FC3722145F82F820A // MAP04 CB6CF6BE0EA4A6AB9830FBB7F9192B80 // MAP05 AB24CCF84C2FE1A543FE033589BD1FBC // MAP06 6BE0908B4DAFF53AA0A7493C04A608A4 // MAP07 305275E5E07755E17AAB064981279295 // MAP08 A8FBF3600088E79D02283C40D12B7F26 // MAP09 A8FBF3600088E79D02283C40D12B7F26 // MAP09 F0C95C76237DF617560577767EC21E1C // MAP10 2A2AF2CDAB7E7A66D28AFC3AA6243DCC // Astrostein 2 map01 0667DA831EB293D3387579565C11F0DD // map02 76DA72420EBE0A53D861373D7123DE33 // map03 5A4F8186580FFE41BCD80960B7F19CA8 // map04 E3A1EE2A0A2FB27496074057E3FA82F0 // map05 1CA60DE4062F41DC1A39396228913882 // map06 DABC3033A734DEF402A8FEF6C2FEDCC2 // map07 2E8211EA051EA8C3241859D1854386D6 // map08 EAD27C506AFC856BE07DDDDED20D7ED0 // map09 7DA47B044E2D5D17EAE2960BBFAEDE1A // Astrostein 3 map10 46E0F4529E8E396DEDC8DB83443078A7 // map13 2742D556921FBE753C16175F0C980091 // map14 AB1A6C1D3898D4259C0645306939374C // map15 0599F0D0CC1F41F52B7E8214D0348EEA // map17 CA267398C9B3A8F79349D3394F8B2106 // map20 { spritesort } DCE862393CAAA6FF1294FB7056B53057 // UAC Ultra map07: Contains a scroller depending on Boom side effects { setlinespecial 391 Sector_CopyScroller 99 6 0 0 0 } 1D9E43988940CCD3555724E15DD8B1AB // Happy Time Circus map01 has bad teleporters 040F83028FFA74456E335ED300BE2C33 // MAP17 (TownInfection.wad) 156FA31F5FF72A87BF345B68029D3051 // MAP02 (nprject5.wad) AF40D0E49BD1B76D4B1AADD8212ADC46 // MAP01 (the wad that shall not be named =P) 91341EF9250760C9B550752E1D91CC24 // rock and roll rebel radio against satan city (rnrrrasc.wad) map01 { ignoreteleporttags } 8FF30D57F6CE64F085A6567EC302842A // Enjay's test map for this flag 9D7893D09FEE55C31B73C670DF850962 // Memento Mori II, map12 91E173901E6F3800B81AB646976247CD // Claustrophobia 1024, map01 { badangles } E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54 { // This map has two gear boxes which are flagged for player cross // activation instead of the proper player uses activation. setactivation 963 2 setactivation 943 2 } 2B65CB046EA40D2E44576949381769CA // Commercial Doom e3m4 { // This line is erroneously specified as Door_Raise that monsters // can operate. If they do, they block you off from half the map. Change // this into a one-shot Door_Open so that it won't close. setlinespecial 1069 Door_Open 0 16 0 0 0 clearlineflags 1069 0x200 } 3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01 { clearlinespecial 66 } 8FA29398776146189396AA1AC6BB9E13 // Roger Ritenour's Phobos map03 { floormove } // There is a special at the beginning of the level which relies on the Pain Elemental's lost soul limit. 811A0C97777A198BC9B2BB558CB46E6A // Hell Revealed map19 { limitpain } // Daedalus: Fix SPAC_Push lines that aren't on lines you can actually push 3ABB618A475BCBC531B457BAA6E4E70A // map04 { // forcefields // the lines we're setting are already set for repeatable SPAC_Push clearlinespecial 90 setlinespecial 3749 ACS_Execute 23 0 1 0 0 clearlinespecial 94 setlinespecial 3766 ACS_Execute 23 0 2 0 0 clearlinespecial 92 setlinespecial 3777 ACS_Execute 23 0 3 0 0 clearlinespecial 98 setlinespecial 3784 ACS_Execute 23 0 4 0 0 } 795FDE3CC1C97140F326D0152B3FCE2A // map24 { // doors clearlinespecial 1512 setlinespecial 1505 Door_Raise 213 50 100 0 0 setlineflags 1505 0x200 // repeatable setactivation 1505 16 // SPAC_Push clearlinespecial 1514 setlinespecial 1508 Door_Raise 213 50 100 0 0 setlineflags 1508 0x200 setactivation 1508 16 clearlinespecial 1525 setlinespecial 1522 Door_Raise 214 50 100 0 0 setlineflags 1522 0x200 setactivation 1522 16 clearlinespecial 1530 setlinespecial 1527 Door_Raise 214 50 100 0 0 setlineflags 1527 0x200 setactivation 1527 16 clearlinespecial 5277 setlinespecial 5209 Door_Raise 24 20 255 0 0 setlineflags 5209 0x200 setactivation 5209 16 clearlinespecial 5714 setlinespecial 5267 Door_Raise 24 20 255 0 0 setlineflags 5267 0x200 setactivation 5267 16 clearlinespecial 5715 setlinespecial 5229 Door_Raise 24 20 255 0 0 setlineflags 5229 0x200 setactivation 5229 16 clearlinespecial 5345 setlinespecial 5232 Door_Raise 24 20 255 0 0 setlineflags 5232 0x200 setactivation 5232 16 // consoles? clearlinespecial 3639 setlinespecial 3633 ACS_Execute 14 0 0 0 0 setlinespecial 3635 ACS_Execute 14 0 0 0 0 setlineflags 3633 0x200 setlineflags 3635 0x200 setactivation 3633 16 setactivation 3635 16 clearlinespecial 3647 setlinespecial 3644 ACS_Execute 14 0 0 0 0 setlinespecial 3641 ACS_Execute 14 0 0 0 0 setlineflags 3644 0x200 setlineflags 3641 0x200 setactivation 3644 16 setactivation 3641 16 clearlinespecial 3659 clearlinespecial 3657 setlinespecial 3653 ACS_Execute 13 0 0 0 0 setlinespecial 3655 ACS_Execute 13 0 0 0 0 setlinespecial 3651 ACS_Execute 13 0 0 0 0 setlinespecial 3654 ACS_Execute 13 0 0 0 0 setlineflags 3653 0x200 setlineflags 3655 0x200 setlineflags 3651 0x200 setlineflags 3654 0x200 setactivation 3653 16 setactivation 3655 16 setactivation 3651 16 setactivation 3654 16 } // Community Chest 3 F481922F4881F74760F3C0437FD5EDD0 // map03 { // I have no idea how this conveyor belt setup manages to work under Boom. // Set the sector the voodoo doll ends up standing on when sectors tagged // 1 are raised so that the voodoo doll will be carried. setlinespecial 3559 Sector_CopyScroller 17 6 0 0 0 } 7C1913DEE396BA26CFF22A0E9369B7D2 // Nuke Mine, e1m2 { clearlinespecial 1107 clearlinespecial 1108 } 5B862477519B21B30059A466F2FF6460 // Khorus, map08 { // This map uses a voodoo conveyor with slanted walls to shunt the // voodoo doll into side areas. For some reason, this voodoo doll // is unable to slide on them, because the slide calculation gets // them slightly inside the walls and thinks they are stuck. I could // not reproduce this with the real player, which is what has me // stumped. So, help them out be attaching some ThrustThing specials // to the walls. setlinespecial 443 ThrustThing 96 4 0 0 0 setlineflags 443 0x200 // repeatable setactivation 443 16 // SPAC_Push setlinespecial 455 ThrustThing 96 4 0 0 0 setlineflags 455 0x200 // repeatable setactivation 455 16 // SPAC_Push } 8B2AC8D4DB4A49A5DCCBB067E04434D6 // The Hell Factory Hub One, map04 65A1EB4C87386F290816660A52932FF1 // Master Levels, garrison.wad { rebuildnodes } 1891E029994B023910CFE0B3209C3CDB // Ultimate Simplicity, map07 { // It is possible to get stuck on skill 0 or 1 when no shots have been fired // after sector 17 became accessible and before entering famous mancubus room. // Monsters from the mentioned sector won't be alerted and so // they won't teleport into the battle. ACS will wait forever for their deaths. setlinespecial 397 NoiseAlert 0 0 0 0 0 setlinespecial 411 NoiseAlert 0 0 0 0 0 } 952CC8D03572E17BA550B01B366EFBB9 // Cheogsh map01 { // make the blue key spawn above the 3D floor setthingz 918 296 } 64B6CE3CB7349B6F6B1A885C449ACB96 // Super Sonic Doom, map31 { // During the end-of-level tally, both PROP_FROZEN and PROP_TOTALLYFROZEN // are set, but only PROP_TOTALLYFROZEN is cleared, so PROP_FROZEN is // still set when returning to the origin map. linkfrozenprops } D62DCA9EC226DE49108D5DD9271F7631 // Cheogsh 2 map04 { // Stuff in megasphere cage is positioned too low setthingz 1640 528 setthingz 1641 528 setthingz 1642 528 setthingz 1643 528 setthingz 1644 528 setthingz 1645 528 setthingz 1646 528 setthingz 1647 528 setthingz 1648 528 setthingz 1649 528 } E89CCC7E155F1032F693359CC219BE6C // hexen.wad map30 B9DFF13207EACAC675C71D82624D0007 // XtheaterIII map01 { DisablePushWindowCheck } A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31 { setthingflags 470 2016 }