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tulip.wl
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/*
* 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) }