The BOOM Engine

Editing Levels

By TeamTNT
 

Initial support for editors: DETH, DCK, WadAuthor. Working with editor authors on others.

Bi-directional scrolling walls

On conveyors, corpses and other non-solid objects can pass monsters

Floor, ceiling, and light level seen underwater or above fake ceiling can be set independently of normal sector

Scrolling walls, floors, ceilings, and conveyors can accelerate up and down in speed in response to sector movement

Sector floor height toggle linedef added for easy two-speed scrolling

Floor lighting can be set independently of the rest of sector (e.g. lava floors)

New linedefs for changing floor textures and sector type without moving the floor

Silent teleporters teleport monsters, barrels, and any other objects now

Scrolling walls, flats, and conveyors can be controlled remotely by sector heights

Independently adjustable real height versus draw height for floors and ceilings, allowing true deep water and invisible platforms without tricks

Underwater player sees water floor, ceiling, and things can be hidden underwater

Translucency filter is customizable, and is recomputed or cached automatically

Scrolling floors and ceilings

Object-carrying floors, e.g. conveyor belts, water currents

Generalized scrolling walls -- any direction and speed

Translucency filter table generated automatically or specified in pwad

Elevators (floor and ceiling move together) with up/down to next floor, summon to current floor

Silent teleporter extended to support thing exits, similar to regular teleporters

Generalization of linedef types for floor/ceiling movers, by bit manipulations (types # > 16384)

HOM autodetection with TNTHOM cheat - flashing red light

Silent no-flash teleporter that preserves angle, height, momentum and relative position on the line

Addition of dozens of linedef types to fill out W1/WR/S1/SR functions

Native MIDI support

Bringing up music from .MUS lumps