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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