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 { 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) { 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 } 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 }