/* * tulip.wl: DM map, the basis of "MAP12: Sperziebonen Met Slagroom" in "Crucified Dreams" * * part of WadC * * Copyright © 2006 Wouter van Oortmerssen * * Distributed under the terms of the GNU GPL Version 2 * See file LICENSE.txt */ #"standard.h" #"pickups.h" #"spawns.h" water { floor("RROCK05") } mainfloor { floor("QFLAT09") } mainfloor2 { floor("DGBRKF01") } mainceiling { ceil("DGMTLF18") } redfloor { floor("DG_LF08") ceil("DG_LF08") } yelfloor { floor("DG_LF09") ceil("DG_LF09") } stairtile { floor("NDGMF03") bot("ADEL_Y03") } stairtile2 { floor("DGMTLF06") bot("ADEL_Y05") } mainwall { wall("ADG_M01") } --"DPWALL02" wall3 { wall("AXLDGB01") } litewall { mid("LITE3") } metalstrip { wall("FIREBLU2") } -- NMTSUP5C upperwall { mid("FIREBLU2") ceil("DGMTLF05") } -- NMETAL12 upperlift { ceil("DGMTLF05") } liftside { wall("FIREBLU2") } -- NMTPIPE1 liftfloor { 0 } --floor("NMTLF24") } archt { floor("DGLITF03") /*ceil("NMTLF24")*/ wall("FIREBLU2") } -- NRUST14B main { thing move(128) mainceiling mainfloor mainwall stairs(128) elbow(96,redfloor,mainfloor,medikit) stairs(96) elbow(64,redfloor,mainfloor,chaingun) stairs(64) elbow(32,redfloor,mainfloor,boxofshells) stairs(32) watery mainfloor leftjump lift ssg topland stairs(256) elbow(224,yelfloor,mainfloor2,boxofammo) stairs(224) elbow(192,yelfloor,mainfloor2,stimpak) stairs(192) elbow(160,yelfloor,mainfloor2,arocket) stairs(160) } archwall(floor,texset,texback,item) { unpegged straight(320) texset turnaround straight(32) straight(64) arch(32,32,32,32,add(floor,32),176) straight(16) arch(64,64,32,64,add(floor,16),176) movestep(-32,8) item thing movestep(32,-8) straight(16) arch(32,32,32,32,add(floor,32),176) straight(64) turnaround move(320) unpegged texback mainceiling } topland { movestep(192,192) right(64) right(192) right(64) rightsector(256,ceiling,128) move(-128) } ssg { move(320) left(192) rotright unpegged arch(128,192,192,192,129,128) unpegged leftsector(128,ceiling,128) movestep(-96,0) doublebarreled thing movestep(96,0) movestep(0,192) rotright bumpr straight(64) stairtile2 right(32) stairtile straight(128) stairtile2 straight(32) mainwall mainfloor2 right(64) rightsector(128,ceiling,128) } lift { movestep(384,320) turnaround liftslant right(64) rotright liftslant rotright movestep(0,192) straight(64) curve(64,-64,7,-1) straight(64) sectortype(0,$lift) liftfloor leftsector(240,ceiling,128) sectortype(0,0) turnaround move(64) liftslant straight(128) rotright bumpl right(32) archwall(256,archt,mainwall,rocketlauncher) rotright bumpl right(32) mainfloor2 rightsector(256,ceiling,128) } liftslant { curve(16,-16,5,-1) upperlift metalstrip xoff(0) curve(32,32,5,-1) rotright xoff(8) curve(32,32,5,1) rightsector(sub(ceiling,96),sub(ceiling,32),224) mainceiling turnaround movestep(32,-32) mainwall curve(16,-16,5,-1) xoff(0) } leftjump { step(-64,0) left(64) left(192) left(64) leftsector(128,ceiling,128) } watery { turnaround straight(64) bumpr straight(128) liftslant rotright linetype(123,$lift) liftside ricurve(64,-64,7,-1) left(64) linetype(0,0) mainwall straight(32) rotright bumpl right(32) archwall(0,archt,mainwall,greenarmor) bumpr straight(64) water rightsector(0,ceiling,128) } bumpr { rotright curve(32,-96,7,-1) curve(96,-32,7,-1) rotright xoff(0) } bumpl { rotleft curve(32,96,7,-1) curve(96,32,7,-1) rotleft xoff(0) } elbow(floor,light,fl,item) { turnaround bigwall(floor,light,fl) slant bigwall(floor,light,fl) right(192) slant straight(32) rightsector(floor,ceiling,128) straight(-32) !sl movestep(32,96) item thing movestep(0,-32) spot(32,160,floor,ceiling) ^sl movestep(-128,64) } spot(r,l,f,c) { quad(curve(r,r,5,1)) innerrightsector(f,c,l) movestep(0,8) { eq(l,240) ? 0 : { eq(r,16) ? 0 : spot(sub(r,8),add(l,32),f,c) } } } bigwall(floor,light,fl) { fl straight(16) lcast(64,32,96) step(-160,0) straight(16) lcast(48,32,64) straight(16) rightsector(floor,ceiling,176) straight(-40) straight(24) litewall left(32) left(32) left(24) mainwall left(8) right(8) light leftsector(add(floor,48),add(floor,96),240) right(72) right(32) litewall right(64) mainwall right(32) right(24) right(16) left(16) left(16) right(24) rightsector(add(floor,32),add(floor,112),255) straight(8) right(8) right(8) left(24) litewall left(32) left(32) mainwall left(24) leftsector(add(floor,48),add(floor,96),240) mainceiling fl straight(8) rightsector(floor,ceiling,224) straight(128) } lcast(side,top,up) { rotright curve(up,sub(0,side),7,-1) deathmatchstart thing straight(top) curve(side,sub(0,up),7,-1) rotright xoff(0) } slant { rotright curve(64,-64,7,-1) xoff(0) rotright rotleft upperwall left(64) movestep(-32,-32) redskullkey thing movestep(32,32) left(64) leftsector(sub(ceiling,96),sub(ceiling,32),192) turnaround mainwall mainceiling up eright(64) down } stairs(floor) { stairtile2 stairs2(floor,32) stairtile stairs2(floor,128) stairtile2 stairs2(floor,32) mainfloor mainwall } stairs2(floor,w) { box(sub(floor,16),ceiling,128,32,w) move(32) box(floor,ceiling,128,32,w) movestep(-32,w) } ceiling { add(384,64) }