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12.0 World

Josiah Jack edited this page Mar 22, 2021 · 18 revisions

The current game level, known as world or map, has many options specific to that level. This could be global effects such skybox and fog or could be player specific such has starting items or item removal.

worldtype

  • Type: integer
  • If Set: This changes the types of keys and the models used for health pickups.
  • Use 0 for Medieval - changes health to jars and keys to spiked metal keys
  • 1 for Runic(metal) - runekeys for silver, gold keys
  • 2 for Present (base/tech) - standard tech health boxes, electronic keycards
  • If Left Blank: Defaults to Medieval

message

  • Type: string
  • If Set: This is the name of the level. Name is displayed on the HUD while holding down the TAB key.
  • If Left Blank: Map will have no name! This is not expected and will appear to be a bug.

sounds

  • Type: integer
  • If Set: Specifies the music track to be played. Must be a simple number 2 through 99 with no fractional decimal portion. The number corresponds to the music file to play located either within ID1/music/ or within keep/music/. The music tracks must be named track##.mp3, the ## will be the number that corresponds to this sounds value. For example, setting sounds to 43 will play and loop track43.mp3 during playtime of the level. track1.mp3 is reserved by the game's CD to store the .iso file that holds all the game data. Any track1.mp3's will be ignored even if you set sounds to 1.
  • If Left Blank: Defaults to track00.mp3 which is reserved empty slot; actual tracks named track00.mp3 will not be played. No music will play.

wad

  • Type: string
  • If Set: EDITOR SET - do not change. This tells the compiler what .wad files to load and use for textures. Textures are embedded into the .bsp file during compile time.
  • If Left Blank: Map will have no textures!

sky

  • Type: string
  • If Set: Specifies the skybox name to load and use as an override to classic texture-based skies. The name must be the full set of characters in the name that occurs before any of the directions. Skyboxes typically are named with directions dn, lf, ft, rt, up, and bk at the end of the filenames to specify all 6 sides of the cube that is the sky. So for instance, a sky named mysky will need 6 files named myskydn.tga, myskylf.tga, etc. If the skybox name has an _ in the name, be sure to include it. For instance, a sky named mysky_dn.tga, mysky_up.tga etc. will need to have sky set to mysky_.
  • If Left Blank: Default fast scrolling sky texture will be used from the .wad.

gravity

  • Type: integer
  • If Set: Specifies an override for the level gravity. Use values less than 800 for low-gravity and values higher than 800 for faster/heavier gravity (not recommended!).
  • If Left Blank: Defaults to 800.

passive_state

  • Type: boolean (0 or 1)
  • If Set: Sets up all monsters into a passive state regardless of their individual passive_state override values.
  • If Left Blank: Monsters will default to normal behavior or use their individual passive_state override values.

no_trackondeath

  • Type: boolean (0 or 1)
  • If Set: Homing projectiles will stop tracking players when monsters die and will continue straight on their current trajectory.
  • If Left Blank: Homing projectiles will continue to track and follow the monster's enemy, which is usually the player.

hazard_dmg

  • Type: vector
  • If Set: Overrides the default damages for liquid environmental damages. Specified as 3 float values like 0 0 0 (x y z).
  • x = water drowning damage per gulp
  • y = slime damage per instance
  • z = lava damage per instance
  • If Left Blank: Defaults to 2 4 10.