ReX
Senior Member
Posts: 1458
Registered: 05-00 |
I'm not sure of the best way to do this, but I can suggest 3 alternatives, all requiring ZDooM:
1. Define each map in the MAPINFO lump, and set up the intermission screens using the "titlepatch <patch>" property.
2. Define your hub (cluster) in the MAPINFO lump, create a dummy map to which the player teleports upon completing each level, set up a camera view on a wall with your intermission pic, then teleport the player to the new map. This is a clunky way of doing it. Also, while an intermission pic may be 320 wide by 240 tall, you can only display a 256 wide pic as a texture.
3. When the exit switch is pressed, teleport the player to a dummy sector in the same map, set up a camera view on a wall with your intermission pic, then teleport the player to the new map. This is a variation of #2, above.
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