Invert: A program to flip a DOOM level upside-down. Author: Rand Phares Syntax: flip where is the name of the wad file, including the ".wad" extension flip requires that go32.exe be in your PATH (flip was built using djgpp). Output: Creates a new wad file called "tmp.wad", which can be used as is or retouched to take care of missing or incorrect elements What this program does: - flips sectors upside-down, rotated about a point that is midway between the highest ceiling and lowest floor in the level, then adjusted to be a multiple of 8 - exchanges floor and ceiling textures for all sectors - exchanges upper and lower textures for all linedefs that have them - horizontally rotates all vertices about a midpoint between the leftmost and rightmost vertices, after it's been adjusted to be a multiple of 8 - horizontally rotates all things about the same midpoint and corrects their orientation - exchanges the vertices for all linedefs, thus changing their "left/right" nature What this program doesn't do: - turn lifts into doors and doors into lifts - worry about upper/lower texture pegging - worry about objects ("things") that make sense rightside-up, but can't be flipped upside-down (i.e. torches) - make waterfalls flow up - turn textures upside-down - correct X- or Y-alignment that worked in the rightside-up version - make things that were standing on the floor stick to the ceiling - worry about impassable 2-sided lines that no longer make sense in the upside-down version (i.e. balcony railing) - the nukage is on the ceiling now, but you're walking underneath it--on a nice safe ceiling texture--and still getting zapped Tips on making a flipped wad look good: 1. Well, you can always flip the level, then do all your texture work in the flipped version. Some textures make no sense upside-down (i.e. those with writing on them). Otherwise the rightside-up version should be designed with textures that are vertically symmetrical, and which will still look appropriate when painted on an upside-down wall. 2. Try not to rely too much on X- and Y-alignment. This may affect your choice of textures. 3. Objects that have to be stuck to the ceiling could be supported by invisible pillars. 4. You should be able to get through doors, even though they're upside-down now. Or, provide an alternate way through the wall where the door is. 5. Railing that was marked impassable rightside-up might not need to be impassable upside-down. Hey, it's up there on the ceiling now, right? And you can walk under it.