Stored in levels.ddf. Lump is DDFLEVL. Name is the level name e.g MAP01.
COMMAND | TYPE | DESCRIPTION |
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.
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:
SPECIAL | DESCRIPTION |
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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© EDGE Team 1998, 1999, 2000.