Ben Morris
This is a lump in the .WAD that gives attributes to each map. This entry does not go with each map - there is only one MAPINFO lump in the entire IWAD. If you include a MAPINFO lump in a PWAD, make sure it's got information for all the possible maps the player will be entering. map: Number and name of map [1..60] warptrans: Actual map number in case maps are not sequential [1..60] next: Map to teleport to upon exit of timed deathmatch [1..60] cdtrack: CD track to play during level cluster: Defines what cluster level belongs to sky1: Default sky texture; followed by speed sky2: Alternate sky displayed in Sky2 sectors ; followed by speed doublesky: parallax sky: sky2 behind sky1 lightning: Keyword indicating use of lightning on the level flashes from sky1 to sky2 (see also: IndoorLightning special) fadetable: Lump Name of fade table {fogmap} Example MapInfo entry: map 1 "Winnowing Hall" warptrans 1 next 2 cluster 1 sky1 SKY2 2 ; 2 is the sky scroll speed sky2 SKY3 0 ; 0 means don't scroll sky lightning doublesky cdtrack 13 Note on "next" integer (for timed deathmatches): In normal gameplay, there is no linear fashion in which the game progresses from one level to another; you just go through a teleport somewhere on a level, and it takes you to somewhere on another level. For -timer deathmatch, the game needs to know what level to proceed to because it isn't always just the next higher level. A note about the WARPTRANS keyword: Maps are edited and named MAPxx, where xx is a number from 01 to 63. This is the number that is used from within scripts when a map is referred to, and by the MAP keyword in the MAPINFO lump. However, the -warp option and the warping cheat use a different set of numbers. This different set of numbers is set by the WARPTRANS keyword. By default, the WARPTRANS value is set to the same number as the map. Our designers starting making maps with numbers that had big gaps between them, and then made the scripts refer to these numbers, so we needed a way to pack all the map numbers into a continuous stream for the -warp option. Also, the accepted range for a WARPTRANS value is 1-31. Makes it easy when using DM. Note on "cluster" integer: The game maps are divided into clusters. When you enter a new cluster, you can never again visit any of the levels from the previous cluster. This makes it so each individual save game only needs to backup map archives for about 6-7 maps, and provides for a milestone marker of sorts for game play, like an episode -- a Hexen backdrop and some text are given at the end of each cluster. If you don't enter a cluster, it defaults to 0. The commercial IWAD separates its 31 maps into 5 clusters.
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