LEVELS

From 3DGE Wiki
Revision as of 03:23, 2 August 2017 by Corbin (talk | contribs) (Levels)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Levels.DDF

Stored in levels.ddf or in the DDFLEVL data lump.

Levels.ddf not only allows you to specify what order maps are played in, but the individual settings (commands) for each one. Each entry consists of a unique name, enclosed in square brackets, plus a series of commands that specify the wadfile entry, episode it belongs to, music played during the level etc.

The level name should refer to the episode and where in the order it appears, e.g QD04. This will often be the same name used in the wadfile to identify the level.

COMMANDS

The commands used for level entries are as follows:

COMMAND TYPE DESCRIPTION
AUTOTAG [integer] When the level is started, find a linedef with this tag and push it. (As seen in Doom2 MAP07)
DESCRIPTION [lang] Description of the level for the automap.
END.BUNNY [boolean] Show the bunny. (Doom 1 ending).
END.CAST [boolean] Show the cast list. (Doom 2 ending).
END.COLOURMAP [colmap] Use this colourmap for the text.
END.GRAPHIC [lumpname] Picture to draw after all text has been written.
END.GRAPHIC_WAIT [time] Time to wait on each picture.
END.MUSIC [music] Music to play while writing text / drawing pics, reference the [ENTRY NUMBER] in PLAYLIST.DDF.
END.TEXT [lang] Some text to display when the level is finished.
END.TEXT_FLAT [flat] Floor texture to be drawn behind the text, as an alternative to TEXT_GRAPHIC. Note: don't use TEXT_FLAT and TEXT_GRAPHIC at the same time !
END.TEXT_GRAPHIC [lumpname] Picture to display behind the text.
END.TEXT_SPEED [integer] How fast the end text should be written to the screen, in tics.
END.TEXT_WAIT [integer] How long to wait after writing all the text before proceeding, in tics.
EPISODE [string] Specifies which episode the map belongs to. E.g always HELL_ON_EARTH for Doom2.
LIGHTING [special] Specifies the type of lighting to use for the level. Options are DOOM, DOOMISH or FLAT.
LUMPNAME [lumpname] The lump to load the level from. (Can be different from E1M1 and MAP03 format).
MUSIC_ENTRY [music] The level's background music, reference the [ENTRY NUMBER] in PLAYLIST.DDF.
NAME_GRAPHIC [lumpname] Picture of the level's name for the intermissions.
NEXT_MAP [string] The level to go to when this level is finished.
PARTIME [time] The par time for this level.
PRE.COLOURMAP [colmap] Use this colourmap for the text.
PRE.GRAPHIC [lumpname] Picture to draw after all pre-text has been printed on the screen.
PRE.GRAPHIC_WAIT [time] Time to wait on each picture.
PRE.MUSIC [music] Music to play while writing text / drawing pics, reference the [ENTRY NUMBER] in PLAYLIST.DDF.
PRE.TEXT [lang] Some text to display before the level starts.
PRE.TEXT_FLAT [flat] Floor texture to be drawn behind the text, as an alternative to TEXT_GRAPHIC. Note: don't use TEXT_FLAT and TEXT_GRAPHIC at the same time !
PRE.TEXT_GRAPHIC [lumpname] Picture to display behind the text.
PRE.TEXT_SPEED [integer] How fast, in tics, the text should be printed on the screen.
PRE.TEXT_WAIT [integer] How long, in tics, to wait after writing all the text.
SECRET_MAP [string] The level to go to if the secret exit is found.
SKY_TEXTURE [lumpname] The texture for the sky for this level.

[#special SPECIAL]

[flags] See below
STATS [special] What format of end of level statistics to use. Either DOOM or NONE at present
SURROUND_FLAT [flat] The floor texture to be drawn as a border for the screen.

SPECIAL Flags

These special flags allow full control over various aspects of a level. Most of the time you will use the same flags in all of your levels (e.g NO_JUMPING).

SPECIAL DESCRIPTION
AA_MLOOK Enables/disables combined autoaim / mlook.
AUTOAIM Enables/disables autoaiming for this level.
BOOM_COMPAT Forces Boom compatability mode for the level.
CHEATS Enables/disables cheating for this level.
CROUCHING Enables/disables crouching for this level.
ENEMY_STOMP Enables/disables monsters being able to telefrag other monsters and players.
FAST_MONSTERS Enables/disables fast monsters for this level.
ITEM_RESPAWN Enables/disables item respawning for this level.
JUMPING Enables/disables jumping for this level.
LIMIT_ZOOM Enables/disables zoomed in view.
MLOOK Enables/disables look up/look down for this level.
MORE_BLOOD Turns extra blood on for this level.
NORMAL_BLOOD Turns extra blood off for this level.
NORMAL_SKY Turns off stretching the sky for mlook.
RESET_PLAYER Starting this level resets a players stats to the default state: health and armour are reset, all extra weapons and ammo are lost, etc.
RESPAWN Enables/disables respawning for this level.
RESURRECT_RESPAWN Sets monsters to respawn by resurrecting themselves.
SHADOWS Enables/disables Shadows for this level.
STRETCH_SKY Stretches the sky for mlook.
TELEPORT_RESPAWN Sets monsters to respawn by teleporting back to their start location.
TRANSLUCENCY Enables/disables translucency for this level.
TRUE3D Enables/disables True3Dgameplay for this level.
WEAPON_KICK Turns Weapon Kick effects on for the level.

Most flags can be used with a modifying prefix, as follows:

  • none or "ENABLE_" : forces the setting on for the level, e.g ENABLE_RESPAWN turns on respawning.

  • "NO_" or "DISABLE_" : forces the setting off for the level, e.g NO_JUMPING - players aren't allowed to jump.

  • "USER_" : the user's preference (set via the option menu) is used for the level. This is the default when the flag is not mentioned at all.

EXAMPLES

The following are examples of complete level entries:

[MAP07]
LUMPNAME=MAP07;
NAME_GRAPHIC=CWILV06;
DESCRIPTION=Map07Desc;
SKY_TEXTURE=SKY1;
MUSIC_ENTRY=7;
SURROUND_FLAT=GRNROCK;
SPECIAL=NO_ENEMY_STOMP;
NEXT_MAP=MAP08;
PARTIME=120;
PRE.TEXT=Level7Text;
PRE.TEXT_FLAT=SLIME16;
PRE.MUSIC="read_m";
EPISODE=HELL_ON_EARTH;

[E2M8]
LUMPNAME=E2M8;
NAME_GRAPHIC=WILV17;
DESCRIPTION=E2M8Desc;
SKY_TEXTURE=SKY2;
SURROUND_FLAT="FLOOR7_2";
SPECIAL=NO_ENEMY_STOMP;
SECRET_MAP=E2M9;
PARTIME=30;
MUSIC_ENTRY=49;
EPISODE=THE_SHORES_OF_HELL;
END.TEXT=Episode2Text;
END.TEXT_FLAT="SFLR6_1";
END.MUSIC=61;
END.GRAPHIC="VICTORY2";
END.GRAPHIC_WAIT=MAXT;


Doom Definition Files
DDFlogo.gif