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	<title>Eternity Wiki - User contributions [en]</title>
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	<updated>2026-04-28T11:44:55Z</updated>
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	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Translucency_map&amp;diff=4346</id>
		<title>Translucency map</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Translucency_map&amp;diff=4346"/>
		<updated>2018-05-20T21:51:45Z</updated>

		<summary type="html">&lt;p&gt;Anotak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Translucency maps (tranmaps) are a Boom feature where colours combined with other colours result in other values. They can be set on linedefs or things and are stored in wads as 256*256 ( = 65536) byte long lumps.&lt;br /&gt;
&lt;br /&gt;
See also: [[doom_wiki:Translucency|The doomwiki article on translucency.]]&lt;/div&gt;</summary>
		<author><name>Anotak</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=UDMF&amp;diff=4345</id>
		<title>UDMF</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=UDMF&amp;diff=4345"/>
		<updated>2018-05-20T21:48:37Z</updated>

		<summary type="html">&lt;p&gt;Anotak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UDMF is the extensible format that replaces the classic Doom format and [[ExtraData]]. Each level, instead of being defined by the classic lumps (THINGS, LINEDEFS, SIDEDEFS etc.) is defined by a human-readable lump named TEXTMAP, and can have associated lumps (e.g. ZNODES, BLOCKMAP, REJECT if needed) and other lumps, until a marker lump named ENDMAP.&lt;br /&gt;
&lt;br /&gt;
TEXTMAP has a well-defined language. Check the UDMF article at doomwiki.org. Each game and port has its own namespace(s), for example we have these namespaces: &amp;quot;doom&amp;quot;, &amp;quot;heretic&amp;quot;, &amp;quot;hexen&amp;quot;, &amp;quot;strife&amp;quot;, &amp;quot;zdoom&amp;quot; and others. Eternity has the &amp;quot;eternity&amp;quot; namespace.&lt;br /&gt;
&lt;br /&gt;
At its core, UDMF is made of many blocks, each titled &amp;quot;vertex&amp;quot;, &amp;quot;sector&amp;quot;, &amp;quot;sidedef&amp;quot;, &amp;quot;linedef&amp;quot;, &amp;quot;thing&amp;quot; and containing several properties, some mandatory, others optional. Each game or port namespace can define its own set, which is typically hard-coded, though it&#039;s also possible for the user to add their own fields (which have to be preceded by a safe prefix, to avoid conflicts with the standard).&lt;br /&gt;
&lt;br /&gt;
Maps designed in UDMF no longer need ExtraData.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
Eternity supports the &amp;quot;doom&amp;quot; and &amp;quot;eternity&amp;quot; namespaces. In the rest of this article, we&#039;ll detail the &amp;quot;eternity&amp;quot; namespace. See the [https://www.doomworld.com/eternity/engine/stuff/udmf11.txt base UDMF specifications] for the options not detailed in this document.&lt;br /&gt;
&lt;br /&gt;
A TEXTMAP for Eternity must start with this:&lt;br /&gt;
 namespace = &amp;quot;eternity&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Eternity compatibility===&lt;br /&gt;
You can also add the following field in UDMF TEXTMAP:&lt;br /&gt;
 ee_compat = true;&lt;br /&gt;
which, no matter the namespace used (e.g. &amp;quot;zdoom&amp;quot;), assumes the map is going to work in Eternity. In other words, it is equivalent to setting namespace as &amp;quot;eternity&amp;quot;. Any fields not supported by Eternity, however, may make the mod fail.&lt;br /&gt;
&lt;br /&gt;
===Node format===&lt;br /&gt;
&lt;br /&gt;
Nodes for UDMF use the uncompressed GL-nodes format under the ZNODES name. Tools such as ZDBSP should build such a lump upon detecting a TEXTMAP lump.&lt;br /&gt;
&lt;br /&gt;
==Linedefs==&lt;br /&gt;
 linedef&lt;br /&gt;
 {&lt;br /&gt;
   polycross = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   midtex3d = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   firstsideonly = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   blockeverything = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   zoneboundary = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   clipmidtex = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   midtex3dimpassible = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   lowerportal = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   upperportal = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   portal = &amp;lt;integer&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   alpha = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   renderstyle = &amp;lt;string&amp;gt;;&lt;br /&gt;
   tranmap = &amp;lt;string&amp;gt;;&lt;br /&gt;
 }&lt;br /&gt;
===Explanation of fields===&lt;br /&gt;
*&#039;&#039;&#039;polycross&#039;&#039;&#039;&lt;br /&gt;
:If true, linedef is activated when a polyobject&#039;s center point crosses it.&lt;br /&gt;
*&#039;&#039;&#039;midtex3d&#039;&#039;&#039;&lt;br /&gt;
:If true, this linedef&#039;s middle texture uses [[3DMidTex_tutorial|3dmidtex]] physics.&lt;br /&gt;
*&#039;&#039;&#039;firstsideonly&#039;&#039;&#039;&lt;br /&gt;
:Linedef can only be activated from front side.&lt;br /&gt;
*&#039;&#039;&#039;blockeverything&#039;&#039;&#039;&lt;br /&gt;
:Linedef blocks all objects, acting like an external solid wall&lt;br /&gt;
*&#039;&#039;&#039;zoneboundary&#039;&#039;&#039;&lt;br /&gt;
:Linedef acts like a boundary for [[EDF_sound_reference#Sound_environments|reverb]] effects.&lt;br /&gt;
*&#039;&#039;&#039;clipmidtex&#039;&#039;&#039;&lt;br /&gt;
:Middle texture is clipped against the floor or ceiling as if a light change took place.&lt;br /&gt;
*&#039;&#039;&#039;midtex3dimpassible&#039;&#039;&#039;&lt;br /&gt;
:Treat the 3dmidtex line as a classic impassable middle texture, with regards to projectiles (i.e. they will pass through, just like hitscans).&lt;br /&gt;
*&#039;&#039;&#039;lowerportal&#039;&#039;&#039;, &#039;&#039;&#039;upperportal&#039;&#039;&#039;&lt;br /&gt;
:Apply [[edge portals|edge portal]] on the lower or upper part of this linedef, copying back sector&#039;s floor or ceiling portal into it.&lt;br /&gt;
*&#039;&#039;&#039;portal&#039;&#039;&#039;&lt;br /&gt;
:The ID of the portal to apply on this linedef, as defined from [[Portal_Define]]&lt;br /&gt;
*&#039;&#039;&#039;alpha&#039;&#039;&#039; (default: 1.0)&lt;br /&gt;
:Opacity of this line.&lt;br /&gt;
*&#039;&#039;&#039;renderstyle&#039;&#039;&#039;&lt;br /&gt;
:Either &amp;quot;translucent&amp;quot; or &amp;quot;add&amp;quot;. Default is &amp;quot;&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;tranmap&#039;&#039;&#039;&lt;br /&gt;
:Boom [[translucency map]]. Mutually exclusive with alpha and renderstyle.&lt;br /&gt;
&lt;br /&gt;
==Sidedefs==&lt;br /&gt;
No new fields are in Eternity, but &#039;&#039;&#039;offsetx&#039;&#039;&#039; and &#039;&#039;&#039;offsety&#039;&#039;&#039; now work as floating-point, instead of integer.&lt;br /&gt;
&lt;br /&gt;
==Vertices==&lt;br /&gt;
No change yet from the base &amp;quot;doom&amp;quot; namespace.&lt;br /&gt;
==Sectors==&lt;br /&gt;
 sector&lt;br /&gt;
 {&lt;br /&gt;
   heightfloor = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   heightceiling = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   xpanningfloor = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   ypanningfloor = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   xpanningceiling = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   ypanningceiling = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   xscalefloor = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   yscalefloor = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   xscaleceiling = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   yscaleceiling = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   rotationfloor = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   rotationceiling = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   secret = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   friction = &amp;lt;integer&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   leakiness = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   damageamount = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   damageinterval = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   damage_endgodmode = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   damage_exitlevel = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   damageterraineffect = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   damagetype = &amp;lt;string&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   floorterrain = &amp;lt;string&amp;gt;;&lt;br /&gt;
   ceilingterrain = &amp;lt;string&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   lightfloor = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   lightceiling = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   lightfloorabsolute = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   lightceilingabsolute = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   colormaptop = &amp;lt;string&amp;gt;;&lt;br /&gt;
   colormapmid = &amp;lt;string&amp;gt;;&lt;br /&gt;
   colormapbottom = &amp;lt;string&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   scroll_ceil_x = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   scroll_ceil_y = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   scroll_ceil_type = &amp;lt;string&amp;gt;;&lt;br /&gt;
   scroll_floor_x = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   scroll_floor_y = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   scroll_floot_type = &amp;lt;string&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   floorid = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   ceilingid = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   attachfloor = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   attachceiling = &amp;lt;integer&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   soundsequence = &amp;lt;string&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   portalfloor = &amp;lt;integer&amp;gt;;&lt;br /&gt;
   portalceiling = &amp;lt;integer&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   portal_floor_disabled = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_floor_norender = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_floor_nopass = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_floor_blocksound = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_floor_useglobaltex = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_floor_overlaytype = &amp;lt;string&amp;gt;;&lt;br /&gt;
   alphafloor = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   portal_floor_attached = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
 &lt;br /&gt;
   portal_ceil_disabled = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_ceil_norender = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_ceil_nopass = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_ceil_blocksound = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_ceil_useglobaltex = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
   portal_ceil_overlaytype = &amp;lt;string&amp;gt;;&lt;br /&gt;
   alphaceiling = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
   portal_ceil_attached = &amp;lt;boolean&amp;gt;;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Explanation of fields ===&lt;br /&gt;
*&#039;&#039;&#039;heightfloor&#039;&#039;&#039;, &#039;&#039;&#039;heightceiling&#039;&#039;&#039; (mandatory)&lt;br /&gt;
:Unlike the base field from the core specs, these ones allow floating-point values.&lt;br /&gt;
*&#039;&#039;&#039;xpanningfloor&#039;&#039;&#039;, &#039;&#039;&#039;ypanningfloor&#039;&#039;&#039;, &#039;&#039;&#039;xpanningceiling&#039;&#039;&#039;, &#039;&#039;&#039;ypanningceiling&#039;&#039;&#039;&lt;br /&gt;
:These properties control the panning of the floor or ceiling flat.&lt;br /&gt;
*&#039;&#039;&#039;xscalefloor&#039;&#039;&#039;, &#039;&#039;&#039;yscalefloor&#039;&#039;&#039;, &#039;&#039;&#039;xscaleceiling&#039;&#039;&#039;, &#039;&#039;&#039;yscaleceiling&#039;&#039;&#039; (default: 1.0)&lt;br /&gt;
:These properties control the scaling of the floor or ceiling flat. Greater values result in smaller textures.&lt;br /&gt;
*&#039;&#039;&#039;rotationfloor&#039;&#039;&#039;, &#039;&#039;&#039;rotationceiling&#039;&#039;&#039;&lt;br /&gt;
:These properties control the rotation of the floor or ceiling flat, in degrees.&lt;br /&gt;
*&#039;&#039;&#039;secret&#039;&#039;&#039;&lt;br /&gt;
:If true, the sector counts as a secret when visited by player.&lt;br /&gt;
*&#039;&#039;&#039;friction&#039;&#039;&#039; (default: -1)&lt;br /&gt;
:This one controls the friction of movement on the floor. The value of this field is equivalent to the length of a horizontal linedef with the classic Boom friction special. Default value: -1 (use usual Doom friction).&lt;br /&gt;
*&#039;&#039;&#039;leakiness&#039;&#039;&#039;&lt;br /&gt;
:This one controls the probability that, if this sector is also damaging, it will leak damage through the radiation suit. As reference, the classic Doom 20% sector has 5 leakiness. For damage which always goes through the suit, use 256.&lt;br /&gt;
*&#039;&#039;&#039;damageamount&#039;&#039;&#039;&lt;br /&gt;
:Damage per hit for players on the floor.&lt;br /&gt;
*&#039;&#039;&#039;damageinterval&#039;&#039;&#039;&lt;br /&gt;
:Time between hits. The classic Doom damaging floors use a 32 period.&lt;br /&gt;
*&#039;&#039;&#039;damage_endgodmode&#039;&#039;&#039;&lt;br /&gt;
:If true, it will cause the damaging floor to disable the godmode cheat.&lt;br /&gt;
*&#039;&#039;&#039;damage_exitlevel&#039;&#039;&#039;&lt;br /&gt;
:If true, it will cause the damaging floor to exit the level in victory if the player has too little health.&lt;br /&gt;
*&#039;&#039;&#039;damageterraineffect&#039;&#039;&#039;&lt;br /&gt;
:If true, then each damage hit will produce a splash, like the Heretic lava.&lt;br /&gt;
*&#039;&#039;&#039;damagetype&#039;&#039;&#039; (default: &amp;quot;Unknown&amp;quot;)&lt;br /&gt;
:The [[damagetype|damage type]] of the floor.&lt;br /&gt;
*&#039;&#039;&#039;floorterrain&#039;&#039;&#039; (default: &amp;quot;@flat&amp;quot;)&lt;br /&gt;
:The [[terrain]] effect of the floor.&lt;br /&gt;
*&#039;&#039;&#039;ceilingterrain&#039;&#039;&#039; (default: &amp;quot;@flat&amp;quot;)&lt;br /&gt;
:The [[terrain]] effect of the ceiling. Currently used for particle recolouring.&lt;br /&gt;
*&#039;&#039;&#039;lightfloor&#039;&#039;&#039;, &#039;&#039;&#039;lightceiling&#039;&#039;&#039;&lt;br /&gt;
:The light amount to add to the floor or ceiling, relative to the designated light level.&lt;br /&gt;
*&#039;&#039;&#039;lightfloorabsolute&#039;&#039;&#039;, &#039;&#039;&#039;lightceilingabsolute&#039;&#039;&#039;&lt;br /&gt;
:If true, then &#039;&#039;&#039;lightfloor&#039;&#039;&#039; or &#039;&#039;&#039;lightceiling&#039;&#039;&#039; just overrides the light.&lt;br /&gt;
*&#039;&#039;&#039;colormaptop&#039;&#039;&#039;, &#039;&#039;&#039;colormapmid&#039;&#039;&#039;, &#039;&#039;&#039;colormapbottom&#039;&#039;&#039; (default: &amp;quot;@default&amp;quot;)&lt;br /&gt;
:The colormap to set for the top, normal or bottom part of a Boom sector with fake flats. Or for any normal part, if it&#039;s &#039;&#039;&#039;colormapmid&#039;&#039;&#039;. Use a lump from between &#039;&#039;&#039;C_START&#039;&#039;&#039; and &#039;&#039;&#039;C_END&#039;&#039;&#039;. &amp;quot;WATERMAP&amp;quot; and &amp;quot;LAVAMAP&amp;quot; are provided by Eternity.&lt;br /&gt;
*&#039;&#039;&#039;scroll_ceil_x&#039;&#039;&#039;, &#039;&#039;&#039;scroll_ceil_y&#039;&#039;&#039;, &#039;&#039;&#039;scroll_floor_x&#039;&#039;&#039;, &#039;&#039;&#039;scroll_floor_y&#039;&#039;&#039;&lt;br /&gt;
:These fields make the sector ceiling or floor scroll at startup. The values you input there are the equivalents of a Boom trigger linedef length divided by 10. So to emulate a linedef pointing east of length 64 having a scroll trigger, set value 6.4 on &#039;&#039;&#039;scroll_ceil_x&#039;&#039;&#039; or &#039;&#039;&#039;scroll_floor_x&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;scroll_ceil_type&#039;&#039;&#039;, &#039;&#039;&#039;scroll_floor_type&#039;&#039;&#039; (default: &amp;quot;none&amp;quot;)&lt;br /&gt;
:These fields control the kind of scrolling for each surface and can be: &amp;quot;none&amp;quot; (no scrolling enabled), &amp;quot;visual&amp;quot; (only scroll the texture), &amp;quot;physical&amp;quot; (only carry the things), &amp;quot;both&amp;quot; (both scroll and carry). For now, &#039;&#039;&#039;scroll_ceil_type&#039;&#039;&#039; only supports &amp;quot;none&amp;quot; or &amp;quot;visual&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;floorid&#039;&#039;&#039;, &#039;&#039;&#039;ceilingid&#039;&#039;&#039;&lt;br /&gt;
:ID of the floor or ceiling of this sector to use for [[attached surfaces]]. Use this id in &#039;&#039;&#039;attachfloor&#039;&#039;&#039; and &#039;&#039;&#039;attachceiling&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;attachfloor&#039;&#039;&#039;, &#039;&#039;&#039;attachceiling&#039;&#039;&#039;&lt;br /&gt;
:Makes the floor or ceiling of this sector move whenever sectors with &#039;&#039;&#039;floorid&#039;&#039;&#039; or &#039;&#039;&#039;ceilingid&#039;&#039;&#039; with the same number move their respective surfaces. If you want this sector&#039;s floor or ceiling to move in opposite direction, use the negative value.&lt;br /&gt;
*&#039;&#039;&#039;soundsequence&#039;&#039;&#039;&lt;br /&gt;
:Name of the [[soundsequence]] to use for the movement of this sector.&lt;br /&gt;
*&#039;&#039;&#039;portalfloor&#039;&#039;&#039;, &#039;&#039;&#039;portalceiling&#039;&#039;&#039;&lt;br /&gt;
:Portal ID to use on the floor or ceiling of this sector, using the same value as the one set in [[Portal_Define]]. For two-way portals, use the negative number for the opposite portal (i.e. one way uses portal &#039;&#039;n&#039;&#039;, and the other way uses -&#039;&#039;n&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;portal_floor_disabled&#039;&#039;&#039;, &#039;&#039;&#039;portal_ceil_disabled&#039;&#039;&#039;&lt;br /&gt;
:If true, the portal is disabled (has no effect).&lt;br /&gt;
*&#039;&#039;&#039;portal_floor_norender&#039;&#039;&#039;, &#039;&#039;&#039;portal_ceil_norended&#039;&#039;&#039;&lt;br /&gt;
:If true, the portal is not rendered but may have effects.&lt;br /&gt;
*&#039;&#039;&#039;portal_floor_nopass&#039;&#039;&#039;, &#039;&#039;&#039;portal_ceil_nopass&#039;&#039;&#039;&lt;br /&gt;
:If true, it disables any linked portals interaction.&lt;br /&gt;
*&#039;&#039;&#039;portal_floor_blocksound&#039;&#039;&#039;, &#039;&#039;&#039;portal_ceil_blocksound&#039;&#039;&#039;&lt;br /&gt;
:If true, it blocks sounds from monsters listening for alerts.&lt;br /&gt;
*&#039;&#039;&#039;portal_floor_useglobaltex&#039;&#039;&#039;, &#039;&#039;&#039;portal_ceil_useglobaltex&#039;&#039;&#039;&lt;br /&gt;
:Reserved.&lt;br /&gt;
*&#039;&#039;&#039;portal_floor_overlaytype&#039;&#039;&#039;, &#039;&#039;&#039;portal_ceil_overlaytype&#039;&#039;&#039; (default: &amp;quot;none&amp;quot;)&lt;br /&gt;
:Can be &amp;quot;none&amp;quot;, &amp;quot;translucent&amp;quot; or &amp;quot;additive&amp;quot;. Controls the rendering of portal overlays.&lt;br /&gt;
*&#039;&#039;&#039;alphafloor&#039;&#039;&#039;, &#039;&#039;&#039;alphaceiling&#039;&#039;&#039; (default: 1.0)&lt;br /&gt;
:Alpha of the portal overlay. 1.0 makes it fully visible, 0.0 is invisible.&lt;br /&gt;
*&#039;&#039;&#039;portal_floor_attached&#039;&#039;&#039;, &#039;&#039;&#039;portal_ceil_attached&#039;&#039;&#039;&lt;br /&gt;
:If true, and the sector has a linked portal on the floor or ceiling, the portal will move along with the floor or ceiling surface, instead of remaining at the same height as default. This is useful for easily moving platforms vertically.&lt;br /&gt;
&lt;br /&gt;
==Things==&lt;br /&gt;
 thing&lt;br /&gt;
 {&lt;br /&gt;
   health = &amp;lt;floating-point&amp;gt;;&lt;br /&gt;
 }&lt;br /&gt;
===Explanation of fields===&lt;br /&gt;
*&#039;&#039;&#039;health&#039;&#039;&#039;&lt;br /&gt;
:Health modifier. Works like in ZDoom: 0 means no change from [[EDF]], positive values multiply the initial spawn health, and negative values change the absolute spawn health.&lt;/div&gt;</summary>
		<author><name>Anotak</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=EMAPINFO&amp;diff=4185</id>
		<title>EMAPINFO</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=EMAPINFO&amp;diff=4185"/>
		<updated>2018-01-09T04:06:47Z</updated>

		<summary type="html">&lt;p&gt;Anotak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;MapInfo&#039;&#039;&#039; serves as a method of customizing some aesthetic properties of a map which would otherwise be unchangeable, as well as adding the ability to use some [[Eternity]]-specific features. Eternity&#039;s MapInfo is stored in the EMAPINFO text lump.&lt;br /&gt;
{{Backto|Eternity Engine}}&lt;br /&gt;
{{editref}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
MapInfo data is stored in the global EMAPINFO lump, which is a plain-text lump containing information for all maps together. Variables for each level must be placed under a section header that has the same name as the map&#039;s header lump.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*Each map definition begins with a block header. This consists of the map&#039;s lump name in brackets, such as [MAP01], [E1M1], or [MYLEVEL].&lt;br /&gt;
*Variables are specified in the lines following the block header.&lt;br /&gt;
*All values are treated as text strings, and quotation marks are not required.&lt;br /&gt;
*Comments may start with &#039;#&#039;, &#039;;&#039;, or &#039;//&#039;. All three comments are single line only, and extend to the end of the line.&lt;br /&gt;
*An optional equal sign can be placed between a variable and the value it is given. It is not an error to omit it.&lt;br /&gt;
&lt;br /&gt;
==MapInfo Variables==&lt;br /&gt;
&#039;&#039;&#039;acsopendelay&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that determines whether or not scripts&#039; execution within the first 35 tics after entering the map is delayed until 35 tics have passed. &#039;&#039;&#039;(since 16th Feb 2016)&#039;&#039;&#039;&lt;br /&gt;
          acsopendelay = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;acsscript&#039;&#039;&#039;&lt;br /&gt;
:Name of the lump containing the compiled ACS script for this map.&lt;br /&gt;
          acsscript = SCRIPT01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;altskyname&#039;&#039;&#039;&lt;br /&gt;
:Name of a texture to display instead of the normal sky texture during a lightning strike. This value is only used if lightning is enabled for this level. If this value is not provided, no sky animation will occur during lightning strikes. For example:&lt;br /&gt;
 altskyname = LBOLTSKY&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;boss-specials&#039;&#039;&#039;&lt;br /&gt;
:A flags field that specifies what formerly level-specific boss &amp;quot;magic codepointer&amp;quot; actions are enabled for this level. This field takes a value in the same format as that used by [[EDF]], DeHackEd/BEX, and ExtraData flag fields, but the format will be reviewed here for completeness.&lt;br /&gt;
&lt;br /&gt;
A BEX flag list is a string of flag names separated by whitespace, pipe characters, commas, or plus characters. Flags are combined using bitwise-OR logic, so a flag name can be specified more than once. Specifying a flag name causes that flag to be turned on. The default state of all flags is off.&lt;br /&gt;
&lt;br /&gt;
These are the flag values which are available for this field:&lt;br /&gt;
          Flag name  Decimal  Hex     Meaning&lt;br /&gt;
          -----------------------------------------------------------------&lt;br /&gt;
          MAP07_1    1        0x0001  MAP07 Special 1 (BossDeath only)&lt;br /&gt;
          MAP07_2    2        0x0002  MAP07 Special 2 (BossDeath only)&lt;br /&gt;
          E1M8       4        0x0004  E1M8 Special&lt;br /&gt;
          E2M8       8        0x0008  E2M8 Special&lt;br /&gt;
          E3M8       16       0x0010  E3M8 Special&lt;br /&gt;
          E4M6       32       0x0020  E4M6 Special (BossDeath only)&lt;br /&gt;
          E4M8       64       0x0040  E4M8 Special&lt;br /&gt;
          E5M8       128      0x0080  E5M8 Special (HticBossDeath Only)&lt;br /&gt;
          -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Notes: Actions differ depending on whether monsters use the BossDeath or HticBossDeath codepointers. See the documentation for those specific codepointers to see what actions they perform. The monsters which must be dead for a given special to activate are controlled by various [[EDF]]/BEX thingtype flags. Together, these features allow complete customization.&lt;br /&gt;
&lt;br /&gt;
Example flags fields -- All of these are equivalent:&lt;br /&gt;
          boss-specials = MAP07_1|MAP07_2&lt;br /&gt;
          boss-specials = MAP07_1 | MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1+MAP07_2&lt;br /&gt;
          boss-specials = MAP07_2 + MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1,MAP07_2&lt;br /&gt;
          boss-specials = MAP07_1, MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1 MAP07_2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;colormap&#039;&#039;&#039;&lt;br /&gt;
:Name of a colormap lump to use as the global colormap for this level. This colormap is applied to any sectors which do not have their own colormaps specified either via use of 242 height transfer linedefs or scripting. This lump must be between C_START and C_END tags. For example:&lt;br /&gt;
      colormap = FOGMAP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;creator&#039;&#039;&#039;&lt;br /&gt;
:The level author&#039;s name, which can be viewed in the console using the &amp;quot;creator&amp;quot; console command. If this value is not provided, the default value is &amp;quot;unknown&amp;quot;. For example:&lt;br /&gt;
      creator = Edwin Chadwick &#039;chadders&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;defaultenvironment&#039;&#039;&#039;&lt;br /&gt;
:Sets the default sound environment (reverb) effect to happen in the map. Use two identifiers, as defined in [[EDF]].&lt;br /&gt;
      defaultenvironment = 1 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;disable-jump&#039;&#039;&#039;&lt;br /&gt;
:If set to &#039;&#039;&#039;true&#039;&#039;&#039;, it will disable player jumping in current level. Default is &#039;&#039;&#039;false&#039;&#039;&#039;.&lt;br /&gt;
      disable-jump = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;doublesky&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that determines whether or not this map uses double skies. When double skies are enabled, any F_SKY1 or F_SKY2 sectors *not* affected by MBF sky transfer lines will use both the primary and secondary sky textures together. The secondary texture will be drawn first, normally, then the primary texture will be drawn over it, omitting any pixels which use palette index zero (this is usually pure black). Any MapInfo sky delta values provided will be applied to their respective textures. For example:&lt;br /&gt;
      doublesky = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;edf-intername&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, enables the use of [[EDF]]-defined intermission map name strings which will be drawn using the FONTB graphics (provided in eternity.wad for DOOM/DOOM II, and natively supported by Heretic). This feature is meant to obsolete the levelpic variable and to remove the need for authors to create title graphics for their maps in DOOM/DOOM II. It also allows intermission map name replacement to work correctly for the next level and for Heretic without any hacks.&lt;br /&gt;
The EDF string which will be used as the intermission name for the current map should have the mnemonic _IN_NAME_&amp;lt;mapname&amp;gt;, where &amp;lt;mapname&amp;gt; is the exact name of the map&#039;s header lump (Example: _IN_NAME_MAP01).&lt;br /&gt;
In order for the name of the next map to display correctly, the current level must either define its nextlevel/nextsecret values explicitly, or it must be an ExMy or MAPxy level. For example:&lt;br /&gt;
      edf-intername = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;endofgame&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, causes a DOOM II cast call to occur when this map is exited. This value is currently only usable in DOOM II. A level must also have intermission text defined for a cast call to take place. For example:&lt;br /&gt;
      endofgame = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extradata&#039;&#039;&#039;&lt;br /&gt;
:Name of the ExtraData script lump for this map. See the ExtraData Reference for full information on ExtraData. There are no naming restrictions on ExtraData script lumps. For example:&lt;br /&gt;
      extradata = EXTRDT01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finale-early&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should occur after this map without displaying the usual score screen. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-early = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finale-normal&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should only occur after this map if a normal exit was taken. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-normal = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finale-secret&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should only occur after this map if a secret exit was taken. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-secret = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finaletype&#039;&#039;&#039;&lt;br /&gt;
:Specifies which finale image sequence to use. Possible values are:&lt;br /&gt;
:*&#039;&#039;text&#039;&#039;&lt;br /&gt;
:*&#039;&#039;doom_credits&#039;&#039;&lt;br /&gt;
:*&#039;&#039;doom_deimos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;doom_bunny&#039;&#039;&lt;br /&gt;
:*&#039;&#039;doom_marine&#039;&#039;&lt;br /&gt;
:*&#039;&#039;htic_credits&#039;&#039;&lt;br /&gt;
:*&#039;&#039;htic_water&#039;&#039;&lt;br /&gt;
:*&#039;&#039;htic_demon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finalesecrettype&#039;&#039;&#039;&lt;br /&gt;
:Like above, but for the secret exit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fullbright&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that determines whether fullbright can be used on this level. When fullbright is disabled, player gun flashes will not occur, and fullbright sprites and particles will be drawn normally. This should be used with most custom colormaps, since flashes and fullbright sprites usually look incorrect with them. For example:&lt;br /&gt;
      fullbright = false&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gravity&#039;&#039;&#039;&lt;br /&gt;
:Global gravity factor for the current level. The default gravity value is 65536. For example:&lt;br /&gt;
          # Enable 50% gravity&lt;br /&gt;
          gravity = 32768&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;inter-backdrop&#039;&#039;&#039;&lt;br /&gt;
:Name of a 64x64 flat OR a 320x200 graphic lump to be displayed as the background of a text intermission which occurs after this map. The flat namespace will be searched first, so if both a flat and a 320x200 picture of the same name exist, the flat will be chosen. For example:&lt;br /&gt;
      inter-backdrop = FLATHUH1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;inter-levelname&#039;&#039;&#039;&lt;br /&gt;
:Name of the map to display in the intermission score screen. This is separate from &#039;&#039;&#039;levelname&#039;&#039;&#039; which is for the automap display, and can be used as an alternative to &#039;&#039;&#039;levelpic&#039;&#039;&#039; which is a graphic lump for the intermission name. If both &#039;&#039;&#039;inter-levelname&#039;&#039;&#039; and &#039;&#039;&#039;levelpic&#039;&#039;&#039; are present, &#039;&#039;&#039;levelpic&#039;&#039;&#039; takes precedence. Unlike &#039;&#039;&#039;levelpic&#039;&#039;&#039;, this one also works in Heretic. For example:&lt;br /&gt;
      inter-levelname = Circle of death&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;intermusic&#039;&#039;&#039;&lt;br /&gt;
:Name of a MUS or MIDI lump to use as music during a text intermission which occurs after this map. If no intertext is defined for the map, this value will not be used. In DOOM gamemodes, the string provided should be the lump name minus the &amp;quot;D_&amp;quot; prefix. In Heretic, the string provided should be the lump name minus the &amp;quot;MUS_&amp;quot; prefix. You are *not* limited to using only the built-in music lump names; Eternity automatically adds any new lump which matches the naming convention for the current gamemode to the internal music list. For example:&lt;br /&gt;
      intermusic = ROMERO&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;interpic&#039;&#039;&#039;&lt;br /&gt;
:Name of a 320x200 graphic lump to be displayed as the background of the statistics intermission. For example:&lt;br /&gt;
interpic = BOSSBACK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;intertext&#039;&#039;&#039;&lt;br /&gt;
:Lump name of a text lump to be loaded as intermission text for this level. If the level has an intermission by default, this will replace the default intermission text, even if it has been edited via DeHackEd. If there is not normally a text intermission after this map, the presence of this variable serves to enable it. If no intertext is defined, a text intermission will not occur after a map. The formatting of the text inside the indicated lump will be preserved exactly, with the exception of tabs, which are converted to spaces. There is no length limitation, but only one screen of text (40 columns, 17 rows) can be displayed. Any extra text will be drawn off the bottom of the screen. For example:&lt;br /&gt;
      intertext = MAP04TXT&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;killfinale&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that allows built-in text intermission points to be disabled. For example, if you do not want text to appear after DOOM II MAP11, set this variable to true. For example:&lt;br /&gt;
      killfinale = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;killstats&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that allows the statistics intermission between two maps to be disabled. If the map has a finale sequence to be displayed, it will start immediately, otherwise the next map will be loaded. For example:&lt;br /&gt;
      killstats = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelaction&#039;&#039;&#039;&lt;br /&gt;
:Specifies what happens when certain species of monsters all die in the map. The syntax is such: &#039;&#039;thingtype&#039;&#039; &#039;&#039;special&#039;&#039; [&#039;&#039;arg1&#039;&#039; [&#039;&#039;arg2&#039;&#039; [&#039;&#039;arg3&#039;&#039; [&#039;&#039;arg4&#039;&#039; [&#039;&#039;arg5&#039;&#039;]]]]]. You can even have more than one per level.&lt;br /&gt;
      levelaction = BaronOfHell Floor_LowerToLowest 671 8&lt;br /&gt;
      levelaction = Arachnotron Floor_RaiseByValue  667 8 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelname&#039;&#039;&#039;&lt;br /&gt;
:This is the name of the level which will be displayed in the automap. This value overrides any string provided via DeHackEd. If you want to change the level name displayed in the intermission, change &#039;&#039;&#039;levelpic&#039;&#039;&#039; or &#039;&#039;&#039;inter-levelname&#039;&#039;&#039;. &#039;&#039;&#039;Levelname&#039;&#039;&#039; example:&lt;br /&gt;
      levelname = chadders&#039; lair&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelpic&#039;&#039;&#039;&lt;br /&gt;
:This is the name of a graphic lump which will be shown as the level name during the statistics intermission when this map is the previous map which was just beaten. This value is only used for DOOM and DOOM II maps. You can also use &#039;&#039;&#039;inter-levelname&#039;&#039;&#039; to set the intermission display level name, which will use the necessary font, already included in Eternity. &#039;&#039;&#039;Levelpic&#039;&#039;&#039; example:&lt;br /&gt;
      levelpic = E1M1PIC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelpicnext&#039;&#039;&#039;&lt;br /&gt;
:Same as levelpic, but only if the normal exit was taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelpicsecret&lt;br /&gt;
:Same as levelpic, but only if the secret exit was taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelscript&#039;&#039;&#039;&lt;br /&gt;
:Name of a compiled {{Deprecated}} Small script lump which will serve as the Levelscript for this map. NOTE: use &#039;&#039;&#039;acsscript&#039;&#039;&#039; for compiled ACS scripts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lightning&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that toggles the global lightning effect. When set to true, all sky sectors on the map will flash at randomly determined intervals along with a thunder sound and optional animation of the normal sky texture. Warning: sectors must currently have a sky ceiling at the beginning of the level in order to be affected by lightning. The only current method to make non-sky sectors flash during lightning strikes is via use of BOOM lighting transfer linedefs. This may be improved in the near future. For example: &lt;br /&gt;
      lightning = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
:Provides the name of a MUS or MIDI lump to use as music. In DOOM gamemodes, the string provided should be the lump name minus the &amp;quot;D_&amp;quot; prefix. In Heretic, the string provided should be the lump name minus the &amp;quot;MUS_&amp;quot; prefix. You are *not* limited to using only the built-in music lump names; Eternity automatically adds any new lump which matches the naming convention for the current gamemode to the internal music list. For example:&lt;br /&gt;
      music = cheese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nextlevel&#039;&#039;&#039;&lt;br /&gt;
:The exact header name of the next level to go to when a normal exit occurs on this map. This can specify *any* lump name, but the lump should be a valid level header or an error will occur. For example:&lt;br /&gt;
      nextlevel = CHAD2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nextsecret&#039;&#039;&#039;&lt;br /&gt;
:The exact header name of the next level to go to when a secret exit occurs on this map. This can specify *any* lump name, but the lump should be a valid level header or an error will occur. Note that except for maps which normally have secret exits, the default behavior is to repeat the same level. This MapInfo value allows you to avoid that and use a secret exit on any map. For example:&lt;br /&gt;
      nextsecret = MAP34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;partime&#039;&#039;&#039;&lt;br /&gt;
:Partime for the map in seconds. This value overrides any value provided via DeHackEd. Note that partimes are only supported in episodes 1-3 of DOOM and any map of DOOM II. Ultimate DOOM episode 4, Heretic, and non-standard maps currently never display par times. For example:&lt;br /&gt;
      partime = 200&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sector-colormaps&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;(since 2nd April 2017)&#039;&#039;&#039; This optional property can be used to enforce classic Boom or SMMU-style behaviour for sector colormap applications using either the [[Transfer_Heights]] linedef special or [[ExtraData]] or [[UDMF]] sector properties. Possible values are:&lt;br /&gt;
:*&#039;&#039;normal&#039;&#039;: this is the default value. It makes the [[Transfer_Heights]] special apply the Boom behaviour, where the sector the player is in causes the entire view to change colour, while [[ExtraData]] and [[UDMF]] use the SMMU-introduced behaviour, where the sector colour is local to the sector, as if having local coloured light or fog effect. It&#039;s default because of required compatibility with past Boom and MBF wad releases, whereas the new SMMU introduced behaviour can be more useful for new maps with ExtraData or UDMF.&lt;br /&gt;
:*&#039;&#039;Boom&#039;&#039;: the Boom sector colormap behaviour will apply to all kinds of colormap settings, like in Boom or MBF.&lt;br /&gt;
:*&#039;&#039;SMMU&#039;&#039;: the SMMU sector colormap behaviour will apply to all kinds of colormap settings, like in previous Eternity versions.&lt;br /&gt;
      sector-colormaps = normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;skydelta&#039;&#039;&#039;&lt;br /&gt;
:Pixels per gametic that the primary sky texture should scroll. This effect will only be applied to double skies and to F_SKY1 sectors which are NOT affected by any MBF sky transfer linedefs. For example:&lt;br /&gt;
      skydelta = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sky2delta&#039;&#039;&#039;&lt;br /&gt;
:Pixels per gametic that the secondary sky texture should scroll. This effect will only be applied to double skies and to F_SKY2 sectors (which cannot be affected by MBF sky transfer linedefs). For example:&lt;br /&gt;
      sky2delta = 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;skyname&#039;&#039;&#039;&lt;br /&gt;
:Name of a texture to use as the primary sky for this map. This sky will appear in all sectors which use the F_SKY1 flat, and it will also appear as the top layer of Hexen-style double skies. The name provided for this lump must be a valid texture or an error will occur. For example:&lt;br /&gt;
      skyname = SKY2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sky2name&#039;&#039;&#039;&lt;br /&gt;
:Name of a texture to use as the secondary sky for this map. This sky will appear in all sectors which use the F_SKY2 flat, and it will also appear as the bottom layer of Hexen- style double skies. The name provided for this lump must be a valid texture or an error will occur. If no name is provided for the secondary sky, the primary sky name will be copied to it, so it is not an error to use F_SKY2 or double skies in a level where the sky2 texture is not explicitly defined. For example:&lt;br /&gt;
      sky2name = SKY4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unevenlight&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that determines whether walls parallel to the x and y axes of the game world are given lighting values 1 level higher or lower than other walls. This can dramatically affect the perceived light level of an area, so only use it for maps that are designed specifically for it. Maps which use custom global colormaps should usually set this value to false, since it only generally looks appropriate with the normal colormap. For example:&lt;br /&gt;
      unevenlight = false&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sound-*&#039;&#039;&#039;&lt;br /&gt;
:There are several sound-* commands which can be used to replace the default sounds in a map with sounds, using their mnemonics defined in [[EDF]].&lt;br /&gt;
[[EDF]] mnemonic of a sound to replace the default &amp;quot;swtchn&amp;quot; sound for this map.&lt;br /&gt;
&lt;br /&gt;
Sounds available for replacement:&lt;br /&gt;
 swtchx&lt;br /&gt;
 swtchn&lt;br /&gt;
 stnmov&lt;br /&gt;
 pstop&lt;br /&gt;
 pstart&lt;br /&gt;
 bdcls&lt;br /&gt;
 bdopn&lt;br /&gt;
 dorcls&lt;br /&gt;
 doropn&lt;br /&gt;
 fcmove&lt;br /&gt;
&lt;br /&gt;
Examples of use:&lt;br /&gt;
 sound-swtchx = newswtch&lt;br /&gt;
 sound-doropn = dorcreak&lt;br /&gt;
&lt;br /&gt;
==Examples of MapInfo Definitions==&lt;br /&gt;
A basic MapInfo lump may be similar to this:&lt;br /&gt;
&lt;br /&gt;
    [MAP01]&lt;br /&gt;
    levelname = Evil Hell Lab&lt;br /&gt;
    creator = DooMGuy667&lt;br /&gt;
&lt;br /&gt;
    [E1M1]&lt;br /&gt;
    levelname = Not Hangar&lt;br /&gt;
    creator = Not Romero&lt;br /&gt;
    skyname = SKY3&lt;br /&gt;
    skydelta = 1&lt;br /&gt;
&lt;br /&gt;
The first example would change the automap and intermission screen names for MAP01 to &amp;quot;Evil Hell Lab&amp;quot; and when the &amp;lt;tt&amp;gt;creator&amp;lt;/tt&amp;gt; command is used in the console, output &amp;quot;DooMGuy667&amp;quot;. The name in the braces is the map the MapInfo applies to, so by changing &amp;lt;tt&amp;gt;[MAP01]&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;[MAP02]&amp;lt;/tt&amp;gt;, the changes would apply to MAP02 instead.&lt;br /&gt;
&lt;br /&gt;
The second example also sets a name and creator for the map (for the E1M1 mapslot, in this case), and also specifies that it will use SKY3 and scroll the sky slowly, using the skydelta variable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Anotak</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=EMAPINFO&amp;diff=4184</id>
		<title>EMAPINFO</title>
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		<updated>2018-01-09T04:02:24Z</updated>

		<summary type="html">&lt;p&gt;Anotak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;MapInfo&#039;&#039;&#039; serves as a method of customizing some aesthetic properties of a map which would otherwise be unchangeable, as well as adding the ability to use some [[Eternity]]-specific features. Eternity&#039;s MapInfo is stored in the EMAPINFO text lump.&lt;br /&gt;
{{Backto|Eternity Engine}}&lt;br /&gt;
{{editref}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
MapInfo data is stored in the global EMAPINFO lump, which is a plain-text lump containing information for all maps together. Variables for each level must be placed under a section header that has the same name as the map&#039;s header lump.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*Each map definition begins with a block header. This consists of the map&#039;s lump name in brackets, such as [MAP01], [E1M1], or [MYLEVEL].&lt;br /&gt;
*Variables are specified in the lines following the block header.&lt;br /&gt;
*All values are treated as text strings, and quotation marks are not required.&lt;br /&gt;
*Comments may start with &#039;#&#039;, &#039;;&#039;, or &#039;//&#039;. All three comments are single line only, and extend to the end of the line.&lt;br /&gt;
*An optional equal sign can be placed between a variable and the value it is given. It is not an error to omit it.&lt;br /&gt;
&lt;br /&gt;
==MapInfo Variables==&lt;br /&gt;
&#039;&#039;&#039;acsopendelay&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that determines whether or not scripts&#039; execution within the first 35 tics after entering the map is delayed until 35 tics have passed. &#039;&#039;&#039;(since 16th Feb 2016)&#039;&#039;&#039;&lt;br /&gt;
          acsopendelay = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;acsscript&#039;&#039;&#039;&lt;br /&gt;
:Name of the lump containing the compiled ACS script for this map.&lt;br /&gt;
          acsscript = SCRIPT01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;altskyname&#039;&#039;&#039;&lt;br /&gt;
:Name of a texture to display instead of the normal sky texture during a lightning strike. This value is only used if lightning is enabled for this level. If this value is not provided, no sky animation will occur during lightning strikes. For example:&lt;br /&gt;
 altskyname = LBOLTSKY&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;boss-specials&#039;&#039;&#039;&lt;br /&gt;
:A flags field that specifies what formerly level-specific boss &amp;quot;magic codepointer&amp;quot; actions are enabled for this level. This field takes a value in the same format as that used by [[EDF]], DeHackEd/BEX, and ExtraData flag fields, but the format will be reviewed here for completeness.&lt;br /&gt;
&lt;br /&gt;
A BEX flag list is a string of flag names separated by whitespace, pipe characters, commas, or plus characters. Flags are combined using bitwise-OR logic, so a flag name can be specified more than once. Specifying a flag name causes that flag to be turned on. The default state of all flags is off.&lt;br /&gt;
&lt;br /&gt;
These are the flag values which are available for this field:&lt;br /&gt;
          Flag name  Decimal  Hex     Meaning&lt;br /&gt;
          -----------------------------------------------------------------&lt;br /&gt;
          MAP07_1    1        0x0001  MAP07 Special 1 (BossDeath only)&lt;br /&gt;
          MAP07_2    2        0x0002  MAP07 Special 2 (BossDeath only)&lt;br /&gt;
          E1M8       4        0x0004  E1M8 Special&lt;br /&gt;
          E2M8       8        0x0008  E2M8 Special&lt;br /&gt;
          E3M8       16       0x0010  E3M8 Special&lt;br /&gt;
          E4M6       32       0x0020  E4M6 Special (BossDeath only)&lt;br /&gt;
          E4M8       64       0x0040  E4M8 Special&lt;br /&gt;
          E5M8       128      0x0080  E5M8 Special (HticBossDeath Only)&lt;br /&gt;
          -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Notes: Actions differ depending on whether monsters use the BossDeath or HticBossDeath codepointers. See the documentation for those specific codepointers to see what actions they perform. The monsters which must be dead for a given special to activate are controlled by various [[EDF]]/BEX thingtype flags. Together, these features allow complete customization.&lt;br /&gt;
&lt;br /&gt;
Example flags fields -- All of these are equivalent:&lt;br /&gt;
          boss-specials = MAP07_1|MAP07_2&lt;br /&gt;
          boss-specials = MAP07_1 | MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1+MAP07_2&lt;br /&gt;
          boss-specials = MAP07_2 + MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1,MAP07_2&lt;br /&gt;
          boss-specials = MAP07_1, MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1 MAP07_2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;colormap&#039;&#039;&#039;&lt;br /&gt;
:Name of a colormap lump to use as the global colormap for this level. This colormap is applied to any sectors which do not have their own colormaps specified either via use of 242 height transfer linedefs or scripting. This lump must be between C_START and C_END tags. For example:&lt;br /&gt;
      colormap = FOGMAP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;creator&#039;&#039;&#039;&lt;br /&gt;
:The level author&#039;s name, which can be viewed in the console using the &amp;quot;creator&amp;quot; console command. If this value is not provided, the default value is &amp;quot;unknown&amp;quot;. For example:&lt;br /&gt;
      creator = Edwin Chadwick &#039;chadders&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;defaultenvironment&#039;&#039;&#039;&lt;br /&gt;
:Sets the default sound environment (reverb) effect to happen in the map. Use two identifiers, as defined in [[EDF]].&lt;br /&gt;
      defaultenvironment = 1 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;disable-jump&#039;&#039;&#039;&lt;br /&gt;
:If set to &#039;&#039;&#039;true&#039;&#039;&#039;, it will disable player jumping in current level. Default is &#039;&#039;&#039;false&#039;&#039;&#039;.&lt;br /&gt;
      disable-jump = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;doublesky&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that determines whether or not this map uses double skies. When double skies are enabled, any F_SKY1 or F_SKY2 sectors *not* affected by MBF sky transfer lines will use both the primary and secondary sky textures together. The secondary texture will be drawn first, normally, then the primary texture will be drawn over it, omitting any pixels which use palette index zero (this is usually pure black). Any MapInfo sky delta values provided will be applied to their respective textures. For example:&lt;br /&gt;
      doublesky = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;edf-intername&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, enables the use of [[EDF]]-defined intermission map name strings which will be drawn using the FONTB graphics (provided in eternity.wad for DOOM/DOOM II, and natively supported by Heretic). This feature is meant to obsolete the levelpic variable and to remove the need for authors to create title graphics for their maps in DOOM/DOOM II. It also allows intermission map name replacement to work correctly for the next level and for Heretic without any hacks.&lt;br /&gt;
The EDF string which will be used as the intermission name for the current map should have the mnemonic _IN_NAME_&amp;lt;mapname&amp;gt;, where &amp;lt;mapname&amp;gt; is the exact name of the map&#039;s header lump (Example: _IN_NAME_MAP01).&lt;br /&gt;
In order for the name of the next map to display correctly, the current level must either define its nextlevel/nextsecret values explicitly, or it must be an ExMy or MAPxy level. For example:&lt;br /&gt;
      edf-intername = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;endofgame&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, causes a DOOM II cast call to occur when this map is exited. This value is currently only usable in DOOM II. A level must also have intermission text defined for a cast call to take place. For example:&lt;br /&gt;
      endofgame = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extradata&#039;&#039;&#039;&lt;br /&gt;
:Name of the ExtraData script lump for this map. See the ExtraData Reference for full information on ExtraData. There are no naming restrictions on ExtraData script lumps. For example:&lt;br /&gt;
      extradata = EXTRDT01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finale-early&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should occur after this map without displaying the usual score screen. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-early = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finale-normal&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should only occur after this map if a normal exit was taken. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-normal = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finale-secret&#039;&#039;&#039;&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should only occur after this map if a secret exit was taken. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-secret = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finaletype&#039;&#039;&#039;&lt;br /&gt;
:Specifies which finale image sequence to use. Possible values are:&lt;br /&gt;
:*&#039;&#039;text&#039;&#039;&lt;br /&gt;
:*&#039;&#039;doom_credits&#039;&#039;&lt;br /&gt;
:*&#039;&#039;doom_deimos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;doom_bunny&#039;&#039;&lt;br /&gt;
:*&#039;&#039;doom_marine&#039;&#039;&lt;br /&gt;
:*&#039;&#039;htic_credits&#039;&#039;&lt;br /&gt;
:*&#039;&#039;htic_water&#039;&#039;&lt;br /&gt;
:*&#039;&#039;htic_demon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;finalesecrettype&#039;&#039;&#039;&lt;br /&gt;
:Like above, but for the secret exit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fullbright&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that determines whether fullbright can be used on this level. When fullbright is disabled, player gun flashes will not occur, and fullbright sprites and particles will be drawn normally. This should be used with most custom colormaps, since flashes and fullbright sprites usually look incorrect with them. For example:&lt;br /&gt;
      fullbright = false&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gravity&#039;&#039;&#039;&lt;br /&gt;
:Global gravity factor for the current level. The default gravity value is 65536. For example:&lt;br /&gt;
          # Enable 50% gravity&lt;br /&gt;
          gravity = 32768&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;inter-backdrop&#039;&#039;&#039;&lt;br /&gt;
:Name of a 64x64 flat OR a 320x200 graphic lump to be displayed as the background of a text intermission which occurs after this map. The flat namespace will be searched first, so if both a flat and a 320x200 picture of the same name exist, the flat will be chosen. For example:&lt;br /&gt;
      inter-backdrop = FLATHUH1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;inter-levelname&#039;&#039;&#039;&lt;br /&gt;
:Name of the map to display in the intermission score screen. This is separate from &#039;&#039;&#039;levelname&#039;&#039;&#039; which is for the automap display, and can be used as an alternative to &#039;&#039;&#039;levelpic&#039;&#039;&#039; which is a graphic lump for the intermission name. If both &#039;&#039;&#039;inter-levelname&#039;&#039;&#039; and &#039;&#039;&#039;levelpic&#039;&#039;&#039; are present, &#039;&#039;&#039;levelpic&#039;&#039;&#039; takes precedence. Unlike &#039;&#039;&#039;levelpic&#039;&#039;&#039;, this one also works in Heretic. For example:&lt;br /&gt;
      inter-levelname = Circle of death&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;intermusic&#039;&#039;&#039;&lt;br /&gt;
:Name of a MUS or MIDI lump to use as music during a text intermission which occurs after this map. If no intertext is defined for the map, this value will not be used. In DOOM gamemodes, the string provided should be the lump name minus the &amp;quot;D_&amp;quot; prefix. In Heretic, the string provided should be the lump name minus the &amp;quot;MUS_&amp;quot; prefix. You are *not* limited to using only the built-in music lump names; Eternity automatically adds any new lump which matches the naming convention for the current gamemode to the internal music list. For example:&lt;br /&gt;
      intermusic = ROMERO&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;interpic&#039;&#039;&#039;&lt;br /&gt;
:Name of a 320x200 graphic lump to be displayed as the background of the statistics intermission. For example:&lt;br /&gt;
interpic = BOSSBACK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;intertext&#039;&#039;&#039;&lt;br /&gt;
:Lump name of a text lump to be loaded as intermission text for this level. If the level has an intermission by default, this will replace the default intermission text, even if it has been edited via DeHackEd. If there is not normally a text intermission after this map, the presence of this variable serves to enable it. If no intertext is defined, a text intermission will not occur after a map. The formatting of the text inside the indicated lump will be preserved exactly, with the exception of tabs, which are converted to spaces. There is no length limitation, but only one screen of text (17 rows) can be displayed. Any extra text will be drawn off the bottom of the screen. For example:&lt;br /&gt;
      intertext = MAP04TXT&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;killfinale&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that allows built-in text intermission points to be disabled. For example, if you do not want text to appear after DOOM II MAP11, set this variable to true. For example:&lt;br /&gt;
      killfinale = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;killstats&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that allows the statistics intermission between two maps to be disabled. If the map has a finale sequence to be displayed, it will start immediately, otherwise the next map will be loaded. For example:&lt;br /&gt;
      killstats = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelaction&#039;&#039;&#039;&lt;br /&gt;
:Specifies what happens when certain species of monsters all die in the map. The syntax is such: &#039;&#039;thingtype&#039;&#039; &#039;&#039;special&#039;&#039; [&#039;&#039;arg1&#039;&#039; [&#039;&#039;arg2&#039;&#039; [&#039;&#039;arg3&#039;&#039; [&#039;&#039;arg4&#039;&#039; [&#039;&#039;arg5&#039;&#039;]]]]]. You can even have more than one per level.&lt;br /&gt;
      levelaction = BaronOfHell Floor_LowerToLowest 671 8&lt;br /&gt;
      levelaction = Arachnotron Floor_RaiseByValue  667 8 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelname&#039;&#039;&#039;&lt;br /&gt;
:This is the name of the level which will be displayed in the automap. This value overrides any string provided via DeHackEd. If you want to change the level name displayed in the intermission, change &#039;&#039;&#039;levelpic&#039;&#039;&#039; or &#039;&#039;&#039;inter-levelname&#039;&#039;&#039;. &#039;&#039;&#039;Levelname&#039;&#039;&#039; example:&lt;br /&gt;
      levelname = chadders&#039; lair&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelpic&#039;&#039;&#039;&lt;br /&gt;
:This is the name of a graphic lump which will be shown as the level name during the statistics intermission when this map is the previous map which was just beaten. This value is only used for DOOM and DOOM II maps. You can also use &#039;&#039;&#039;inter-levelname&#039;&#039;&#039; to set the intermission display level name, which will use the necessary font, already included in Eternity. &#039;&#039;&#039;Levelpic&#039;&#039;&#039; example:&lt;br /&gt;
      levelpic = E1M1PIC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelpicnext&#039;&#039;&#039;&lt;br /&gt;
:Same as levelpic, but only if the normal exit was taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelpicsecret&lt;br /&gt;
:Same as levelpic, but only if the secret exit was taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;levelscript&#039;&#039;&#039;&lt;br /&gt;
:Name of a compiled {{Deprecated}} Small script lump which will serve as the Levelscript for this map. NOTE: use &#039;&#039;&#039;acsscript&#039;&#039;&#039; for compiled ACS scripts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lightning&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that toggles the global lightning effect. When set to true, all sky sectors on the map will flash at randomly determined intervals along with a thunder sound and optional animation of the normal sky texture. Warning: sectors must currently have a sky ceiling at the beginning of the level in order to be affected by lightning. The only current method to make non-sky sectors flash during lightning strikes is via use of BOOM lighting transfer linedefs. This may be improved in the near future. For example: &lt;br /&gt;
      lightning = true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
:Provides the name of a MUS or MIDI lump to use as music. In DOOM gamemodes, the string provided should be the lump name minus the &amp;quot;D_&amp;quot; prefix. In Heretic, the string provided should be the lump name minus the &amp;quot;MUS_&amp;quot; prefix. You are *not* limited to using only the built-in music lump names; Eternity automatically adds any new lump which matches the naming convention for the current gamemode to the internal music list. For example:&lt;br /&gt;
      music = cheese&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nextlevel&#039;&#039;&#039;&lt;br /&gt;
:The exact header name of the next level to go to when a normal exit occurs on this map. This can specify *any* lump name, but the lump should be a valid level header or an error will occur. For example:&lt;br /&gt;
      nextlevel = CHAD2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nextsecret&#039;&#039;&#039;&lt;br /&gt;
:The exact header name of the next level to go to when a secret exit occurs on this map. This can specify *any* lump name, but the lump should be a valid level header or an error will occur. Note that except for maps which normally have secret exits, the default behavior is to repeat the same level. This MapInfo value allows you to avoid that and use a secret exit on any map. For example:&lt;br /&gt;
      nextsecret = MAP34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;partime&#039;&#039;&#039;&lt;br /&gt;
:Partime for the map in seconds. This value overrides any value provided via DeHackEd. Note that partimes are only supported in episodes 1-3 of DOOM and any map of DOOM II. Ultimate DOOM episode 4, Heretic, and non-standard maps currently never display par times. For example:&lt;br /&gt;
      partime = 200&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sector-colormaps&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;(since 2nd April 2017)&#039;&#039;&#039; This optional property can be used to enforce classic Boom or SMMU-style behaviour for sector colormap applications using either the [[Transfer_Heights]] linedef special or [[ExtraData]] or [[UDMF]] sector properties. Possible values are:&lt;br /&gt;
:*&#039;&#039;normal&#039;&#039;: this is the default value. It makes the [[Transfer_Heights]] special apply the Boom behaviour, where the sector the player is in causes the entire view to change colour, while [[ExtraData]] and [[UDMF]] use the SMMU-introduced behaviour, where the sector colour is local to the sector, as if having local coloured light or fog effect. It&#039;s default because of required compatibility with past Boom and MBF wad releases, whereas the new SMMU introduced behaviour can be more useful for new maps with ExtraData or UDMF.&lt;br /&gt;
:*&#039;&#039;Boom&#039;&#039;: the Boom sector colormap behaviour will apply to all kinds of colormap settings, like in Boom or MBF.&lt;br /&gt;
:*&#039;&#039;SMMU&#039;&#039;: the SMMU sector colormap behaviour will apply to all kinds of colormap settings, like in previous Eternity versions.&lt;br /&gt;
      sector-colormaps = normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;skydelta&#039;&#039;&#039;&lt;br /&gt;
:Pixels per gametic that the primary sky texture should scroll. This effect will only be applied to double skies and to F_SKY1 sectors which are NOT affected by any MBF sky transfer linedefs. For example:&lt;br /&gt;
      skydelta = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sky2delta&#039;&#039;&#039;&lt;br /&gt;
:Pixels per gametic that the secondary sky texture should scroll. This effect will only be applied to double skies and to F_SKY2 sectors (which cannot be affected by MBF sky transfer linedefs). For example:&lt;br /&gt;
      sky2delta = 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;skyname&#039;&#039;&#039;&lt;br /&gt;
:Name of a texture to use as the primary sky for this map. This sky will appear in all sectors which use the F_SKY1 flat, and it will also appear as the top layer of Hexen-style double skies. The name provided for this lump must be a valid texture or an error will occur. For example:&lt;br /&gt;
      skyname = SKY2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sky2name&#039;&#039;&#039;&lt;br /&gt;
:Name of a texture to use as the secondary sky for this map. This sky will appear in all sectors which use the F_SKY2 flat, and it will also appear as the bottom layer of Hexen- style double skies. The name provided for this lump must be a valid texture or an error will occur. If no name is provided for the secondary sky, the primary sky name will be copied to it, so it is not an error to use F_SKY2 or double skies in a level where the sky2 texture is not explicitly defined. For example:&lt;br /&gt;
      sky2name = SKY4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unevenlight&#039;&#039;&#039;&lt;br /&gt;
:Boolean value that determines whether walls parallel to the x and y axes of the game world are given lighting values 1 level higher or lower than other walls. This can dramatically affect the perceived light level of an area, so only use it for maps that are designed specifically for it. Maps which use custom global colormaps should usually set this value to false, since it only generally looks appropriate with the normal colormap. For example:&lt;br /&gt;
      unevenlight = false&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sound-*&#039;&#039;&#039;&lt;br /&gt;
:There are several sound-* commands which can be used to replace the default sounds in a map with sounds, using their mnemonics defined in [[EDF]].&lt;br /&gt;
[[EDF]] mnemonic of a sound to replace the default &amp;quot;swtchn&amp;quot; sound for this map.&lt;br /&gt;
&lt;br /&gt;
Sounds available for replacement:&lt;br /&gt;
 swtchx&lt;br /&gt;
 swtchn&lt;br /&gt;
 stnmov&lt;br /&gt;
 pstop&lt;br /&gt;
 pstart&lt;br /&gt;
 bdcls&lt;br /&gt;
 bdopn&lt;br /&gt;
 dorcls&lt;br /&gt;
 doropn&lt;br /&gt;
 fcmove&lt;br /&gt;
&lt;br /&gt;
Examples of use:&lt;br /&gt;
 sound-swtchx = newswtch&lt;br /&gt;
 sound-doropn = dorcreak&lt;br /&gt;
&lt;br /&gt;
==Examples of MapInfo Definitions==&lt;br /&gt;
A basic MapInfo lump may be similar to this:&lt;br /&gt;
&lt;br /&gt;
    [MAP01]&lt;br /&gt;
    levelname = Evil Hell Lab&lt;br /&gt;
    creator = DooMGuy667&lt;br /&gt;
&lt;br /&gt;
    [E1M1]&lt;br /&gt;
    levelname = Not Hangar&lt;br /&gt;
    creator = Not Romero&lt;br /&gt;
    skyname = SKY3&lt;br /&gt;
    skydelta = 1&lt;br /&gt;
&lt;br /&gt;
The first example would change the automap and intermission screen names for MAP01 to &amp;quot;Evil Hell Lab&amp;quot; and when the &amp;lt;tt&amp;gt;creator&amp;lt;/tt&amp;gt; command is used in the console, output &amp;quot;DooMGuy667&amp;quot;. The name in the braces is the map the MapInfo applies to, so by changing &amp;lt;tt&amp;gt;[MAP01]&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;[MAP02]&amp;lt;/tt&amp;gt;, the changes would apply to MAP02 instead.&lt;br /&gt;
&lt;br /&gt;
The second example also sets a name and creator for the map (for the E1M1 mapslot, in this case), and also specifies that it will use SKY3 and scroll the sky slowly, using the skydelta variable.&lt;br /&gt;
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[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Anotak</name></author>
	</entry>
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