MAPINFO/Map definition

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Revision as of 21:40, 24 June 2014 by Blzut3 (talk | contribs)

A map definition sets properties for a specific map.

Block syntax

  • adddefaultmap { properties }
  • defaultmap { properties }
Sets the default set of properties. Note that these properties are copied to future definitions, so changing the default map won't retroactively apply.
  • map "<maplump>" { properties }
  • map "<maplump>" "<mapname>" { properties }
  • map "<maplump>" lookup "<string>" { properties }
Defines a map block. It is recommended that the map be named through MAPINFO, but is not required. The lookup keyword will cause the string to be looked up in LANGUAGE.

Block properties

  • bordertexture = "<texture>"
Overrides the gameinfo border texture for this map.
  • cluster = <number>
Assigns the map to a cluster.
  • completionstring = "<string>"
Short message to display on the intermission screen instead of "Floor Completed".
  • deathcam = <bool>
Enables the death cam with A_BossDeath.
  • defaultceiling = "<texture>"
Default ceiling texture to use when a map has a blank third plane.
  • defaultfloor = "<texture>"
Default floor texture to use when a map has a blank third plane.
  • ensureinventory = "<item>", ...
Checks the players inventory and gies that item if they are lacking.
  • exitfade =
Duration in Doom tics of the exit fade.
  • floornumber = <number>
The floor number to show on the status bar.
  • highscoresgraphic = "<picture>"
Small icon to display instead of the floor number on the high scores table.
  • levelbonus = <value>
Number of points to give for completing this level.
  • levelnum = <number>
The level number which is used for warping. For MAPxy labels this number is automatically assigned.
  • music = "<lump>"
The music to play for this level.
  • spawnwithweaponraised
Starts the level with the weapon already raised.
  • secretdeathsouds = <bool>
Swaps all deathsounds for their secretdeathsounds.
  • [secret|victrory]next = "<map>"
  • [secret|victory]next = EndSequence, "<sequence>"
Specifies which map to go to when the exit is activated. EndSequence will instead go to a intermission sequence. Secretnext is the same as next only applies to the secret exit. Victorynext is likewise the same but is usually triggered by bosses which call the Exit_Victory special.
  • specialaction = "<actorclass>", "<special>"[, <arg0>[, <arg1>[, <arg2>[, <arg3>[, <arg4>]]]]]
Gives a special action to be called by A_BossDeath when all of the specified type are dead.
  • nointermission
Disables the normal intermission screen and goes to the next level immediately.
  • par = <time>
The par time of the level in seconds.
  • translator = "<lump>"
Name of map translation lump.