levels.ddf

Stored in levels.ddf. Lump is DDFLEVL. Name is the level name e.g MAP01.

COMMANDTYPEDESCRIPTION
LUMPNAME[lumpname] The lump to load the level from. (Can be different from E1M1 and MAP03 format).
DESCRIPTION[lang] Description of the level for the automap.
NAME_GRAPHIC[lumpname] Picture of the level's name for the intermissions.
SKY_TEXTURE[lumpname] The texture for the sky for this level.
MUSIC_ENTRY[integer] The level's background music, reference the [ENTRY NUMBER] in PLAYLIST.DDF.
SURROUND_FLAT[flat] The floor texture to be drawn as a border for the screen.
SPECIAL[flags] See below
NEXT_MAP[string] The level to go to when this level is finished.
SECRET_MAP[string] The level to go to if the secret exit is found.
AUTOTAG[integer] When the level is started, find a linedef with this tag and push it. (As seen in Doom2 MAP07)
PARTIME[time] The par time for this level.
EPISODE[string] Specifies which episode the map belongs to. E.g always HELL_ON_EARTH for Doom2.
END.TEXT[lang] Some text to display when the level is finished.
END.TEXT_GRAPHIC[lumpname] Picture to display behind the text.
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_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.
END.GRAPHIC[lumpname] Picture to draw after all text has been written.
END.GRAPHIC_WAIT[time] Time to wait on each picture.
END.CAST[boolean] Show the cast list. (Doom 2 ending).
END.BUNNY[boolean] Show the bunny. (Doom 1 ending).
END.MUSIC[integer] Music to play while writing text / drawing pics, reference the [ENTRY NUMBER] in PLAYLIST.DDF.

* For every END function there is a corresponding PRE function (e.g. PRE.TEXT). The only difference is that PRE will be done before a level, but END is done after a level.

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

SPECIALDESCRIPTION
JUMPING Enables/disables jumping for this level.
MLOOK Enables/disables look up/look down for this level.
TRANSLUCENCY Enables/disables translucency for this level.
CHEATS Enables/disables cheating for this level.
ITEM_RESPAWN Enables/disables item respawning for this level.
FAST_MONSTERS Enables/disables fast monsters for this level.
RESPAWN Enables/disables respawning for this level.
RESURRECT_RESPAWN Sets monsters to respawn by resurrecting themselves.
TELEPORT_RESPAWN Sets monsters to respawn by teleporting back to their start location.
STRETCH_SKY Stretches the sky for mlook.
NORMAL_SKY Turns off stretching the sky for mlook.
TRUE3D Enables/disables True3Dgameplay for this level.
ENEMY_STOMP Enables/disables monsters being able to telefrag other monsters and players.
MORE_BLOOD Turns extra blood on for this level.
NORMAL_BLOOD Turns extra blood off for this level.
AUTOAIM Enables/disables autoaiming for this level.
AA_MLOOK Enables/disables combined autoaim / mlook.
RESET_PLAYER When a player starts a level that has this special flag, they return to the default state: health and armour are reset, all extra weapons and ammo are lost, etc.

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DDF docs written by Andy Baker and Ziggy Gnarly, with updates by Andrew Apted.
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