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birds.wl
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birds.wl
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/*
* birds.wl: A Dead Simple/Tower of Babel style map for Heretic
* part of WadC
*
* Copyright © 2017 Jonathan Dowland <[email protected]>
*
* Distributed under the terms of the GNU GPL Version 2
* See file LICENSE.txt
*
* This map was included as E1M6 in the "Heretic Upstart Mapping Project":
* <https://www.doomworld.com/forum/topic/95636-heretic-upstart-mapping-project-released/>
*
* The original concept behind this map was to create some kind of internal
* environment with large open windows, quite pleasant. THe idea was you would
* be fighting gargoyles: the lowest tier enemy, normally written off as a
* frustration. But, they would have much more freedoom of movement than you,
* because they can fly through the windows, short-circuiting routes between
* corridors. They are also more menacing in numbers, and I wanted to add more
* and more via waves. In terms of arsenal, I quite enjoy the Dragon Claw so
* I imagined that being the weapon of choice for these encounters.
*
* I struggled to come up with a pleasant internal layout and put in place a
* cross/star-shaped arrangement of corridors as a placeholder. Once that was
* in place, a lot of the rest of the map came quite easily, and so I stuck with
* it. A common criticism of algorithmic level generation is that the resulting
* levels are very symmetrical, and that's certainly true of this level; but in
* this case the limitation was with my creativity, rather than the tool.
*
* The next big challenge with a Heretic map is texturing. Heretic has a remarkably
* small set of textures and flats compared to other Doom games. However I find
* that a little easier, as an infrequent mapper, not as overwhelming. I settled
* quite quickly on a pairing of dark black metal versus sand. At the last minute
* I ended up embellishing the black areas with green marble. Hopefully I came up
* with something that doesn't just look like "every other Heretic map". I was
* particularly happy with how the black metal/panel texture looked once mutated
* into a diagonal around my diagonal windows: a happy accident.
*
* The ugliest function(s) are undoubtable "courtyard". It started off simple,
* defining a closed, convex geometric region, defining some anchor points around
* the perimiter as it was originally drawn, then jumping back to those anchors to
* add walls, etc.
*
* As time went on, that perimeter got more and more complicated, with odd shaped
* cut-outs for the star-shaped turrets, the gallows, etc. As a result the legibility
* has greatly suffered. I've been trying to think of how that could be avoided.
* One thing I'm becoming more convinced about is, where two or more regions share
* a complex boundary, that boundary should be defined once, in its own function.
* I'm only recently coming to the realisation of the power of collecting a bunch
* of draw instructions separately from the sector-definition functions that
* normally follow.
*/
#"standard.h"
#"basic.h"
#"heretic.h"
#"control.h"
#"sectors.h"
skyheight { knob("skyheight", 0, 192, 2048) }
wallheight { knob("wallheight", 0, 96, 256) }
turretheight { knob("turretheight", 0, 160, 1024) }
ceilheight { knob("ceilheight", 0, 136, 1024) }
skybright { knob("skybright", 0, 150, 255) }
housebright { knob("housebright", 0, 200, 255) }
main {
hereticdefaults
mapname("E1M8")
housetex
controlinit
movestep(1664,768)
undefx
set("flip", 0)
!start
hub(!north,!east,!south,!west)
^north spoke(turnaround starts,
$tomb1, $tomb1, floor_w1_down_HnF, crystalvial, $spoke1)
^east spoke(turnaround deathmatchstart thing artitomeofpower thing,
$tomb1, $tomb2, floor_w1_down_HnF, amgwndwimpy, $spoke2)
^west spoke(turnaround dragonclaw thing deathmatchstart thing,
$tomb2, $tomb3, floor_w1_down_HnF, amblsrwimpy, $spoke3)
^south spoke(turnaround deathmatchstart thing phoenixrod thing,
$tomb3, $window, floor_w1_down_LnF_TxTy, amblsrwimpy, $spoke4)
-- northeast
-- outertag, innertag, walktag, triggertype, outer button tag, outer button type
^north
courtyard($tomb1, $pillar2, $pillar3, floor_w1_down_LnF_TxTy, 0, 0)
^east
courtyard($tomb2, $pillar3, $pillar4, floor_w1_down_LnF_TxTy, 0, 0)
^south
courtyard($tomb3, $pillar4, $lastbutton, floor_w1_down_LnF_TxTy, $crushme, crusher_w1_slow)
^west
courtyard($window, $window, $pillar2, floor_w1_down_LnF_TxTy, 0, 0)
-- monster boxes!
setlineflags(or(getlineflags,never_automap))
control(
monsterbawx($pillar2, $spoke1, cluster(easyonly imp thing hurtmeplenty mummy thing, 48))
monsterbawx($pillar3, $spoke2, cluster(easyonly imp thing hurtmeplenty mummy thing, 48))
monsterbawx($pillar4, $spoke3, cluster(easyonly imp thing hurtmeplenty mummy thing, 48))
monsterbawx($window, $spoke4, cluster(easyonly imp thing hurtmeplenty mummy thing, 48))
monsterbawx($pillar2, $pillar2, easyonly imp cluster(thing, 48) hurtmeplenty iron_liche thing)
monsterbawx($pillar3, $pillar3, easyonly imp cluster(thing, 48) hurtmeplenty iron_liche thing)
monsterbawx($pillar4, $pillar4, clearflag(skill4_5) setflag(or(skill1_2, skill3)) imp cluster(thing, 48) ultraviolence iron_liche thing)
-- doesn't teleport, will be crushed to trigger tag 666 on skill1_2
crushbox(0, 0, easyonly iron_liche thing)
)
}
housetex {
floor("FLOOR18")
ceil("FLOOR30")
top("METL2")
mid("METL1")
bot("METL2")
}
outdoors {
floor("FLOOR27")
ceil("F_SKY1")
mid("SNDPLAIN")
bot("SNDPLAIN")
}
hub(n,e,s,w) {
!hub
pushpop( move(32) rotleft w )
mid("METL2") step(192, 0)
mid("METL1") step(128, 128)
pushpop( movestep(0,32) n )
rotright
mid("METL2") step(192, 0)
mid("METL1") step(128,128)
pushpop( movestep(0,32) e )
rotright
mid("METL2") step(192, 0)
mid("METL1") step(128,128)
pushpop( movestep(0,32) s )
rotright
mid("METL2") step(192, 0)
mid("METL1") step(128, 128)
rotright
rightsector(8, ceilheight, housebright)
set("hubsector", lastsector)
movestep(0,128)
ceil("F_SKY1")
edged_ibox(0, skyheight, add(24,housebright), 192, 192, 32)
movestep(64, 64)
floor("FLOOR21")
edged_ibox(8, skyheight, add(48,housebright), 64, 64, 16)
movestep(32, 0)
linetype(exit_w1_normal, 0)
quad(curve(32, 32, 4, 0))
sectortype(0, 666)
innerrightsector(128, add(16, ceilheight), add(housebright, 16))
set("exitsector", lastsector)
linetype(0, 0)
sectortype(0, 0)
place(0, 32, teleglitgen2 thing)
^hub
}
spoke(x,tombtag,walktag,trig,ammo,spoketag) {
!spoke
sectortype(0, spoketag)
place(256,64, teleportman thing)
bot("METL2")
box(8, ceilheight, housebright, 512, 128)
sectortype(0, 0)
ammo
place(96,64, easyonly fori(1,3, thing move(128)))
place(160,64, easy fori(1,3, thing move(128)))
movestep(16,32)
floor("FLAT520")
sectortype(0,tombtag)
bot("SKULLSB1")
ibox(48, ceilheight, housebright, 16, 64)
sectortype(0,0)
popsector
-- ceiling openings & windows
^spoke movestep(0,16) skylights(512)
^spoke movestep(0,128) windows(512)
^spoke move(512) turnaround windows(512)
-- diamond tip
^spoke
movestep(512, 0)
mid("METL2")
step(64,-64)
step(64,0)
step(128,128)
step(-128,128)
step(-64,0)
step(-64,-64)
step(0,-128)
rightsector(8, ceilheight, housebright)
movestep(64,32)
nicebutton(16, ceilheight, 200, 0, 0, trig, walktag)
movestep(16, 16)
x
}
-- nicebutton: draws a nice 64x64 button, with a raised 32x32 button
-- on the inside. Outer and inner lines are set to outer/inner trigger
-- and tag values. The button sector triggers itself (expected to be
-- used with floor lowering types)
nicebutton(f,c,l, outertrig, outertag, innertrig, innertag) {
floor("FLAT500")
bot("GRSKULL1")
linetype(outertrig, outertag)
ibox(f,c,l, 64, 64)
movestep(16,16)
linetype(innertrig, innertag)
sectortype(0, innertag)
ibox(add(8,f), c, l, 32, 32)
sectortype(0, 0)
linetype(0, 0)
}
/*
* a box (w wide h tall) with a wedge cut out of the corners (wedge length √(2e²))
*/
edged_ibox(f, c, l, w, h, e) {
move(e)
straight(sub(h, mul(2,e))) step(e,e) rotright
straight(sub(w, mul(2,e))) step(e,e) rotright
straight(sub(h, mul(2,e))) step(e,e) rotright
straight(sub(w, mul(2,e))) step(e,e) rotright
innerrightsector(f, c, l)
move(mul(e,-1))
}
skylights(x) {
lessthaneq(256,x)
? {
move(48)
ceil("FLAT500") top("SKULLSB1")
edged_ibox(8, sub(skyheight, 32), add(housebright, 16), 96, 160, 16)
place(17, 17,
ceil("F_SKY1")top("METL2")
edged_ibox(8, skyheight, add(housebright, 24), sub(96,34), sub(160,34), 8)
)
twice(popsector)
move(add(80,128))
skylights(sub(x,256))
}
: 0
}
windows(x) {
walltorch
lessthaneq(256,x)
? {
place(0, -8, thing)
move(64)
window
move(192)
place(0, -8, thing)
windows(sub(x,256))
}
: 0
}
-- a pointy-ceiling. TODO: generalise/extrapolate the 32/16 specifics
step_slope_ceiling(f, c, l) {
fori(1,32, box(f, add(i,c), l, 2, 16) move(2)) -- slope up
fori(1,32, box(f, sub(add(c,32),i), l, 2, 16) move(2)) -- slope down
}
window {
!window
floor("FLOOR30") ceil("FLOOR30")
mid("METL2") -- the returns
top("METL1") bot("METL2") -- for outside
sectortype(0,$window)
step_slope_ceiling(40, 64, housebright)
^window
sectortype(0, 0)
}
/*
courtyard - one of 4 outdoor regions (NE,SE,SW,NW) between the spokes
The ugliest function in this map. Broadly operates by:
* walking the outline of the region, with cut-outs for detailing that is
added later, dropping !anchors as we go
* returning to each of those anchors to perform the detailing
The outer area of the courtyard has three walls with a turret structure
at the joins.
*/
courtyard(outertag, innertag, walktag, triggertype, outer_button_tag, outer_button_type) {
movestep(-64,64)
movestep(0, 184)
movestep(0, -24)
movestep(8,8) --XXX merge
!courtyard
step(88, -88)
straight(416) !lightcast1 straight(64)
step(64,64)
straight(64)
step(144,-144)
outdoors
straight(240)
!courtyard_wall1
rotright
straight(192)
!gallows
top("WOODWL")
right(128) left(32) left(128) rotright
straight(128) !turret1
bot("METL2")
step(32,32)
step(0,64)
step(64,0)
step(32,32)
step(32,-32)
outdoors
!courtyard_wall2
step(640, 640)
bot("METL2")
step(-32,32)
!turret2
step(32,32) step(0,64) step(64,0) step(32,32)
outdoors
!courtyard_wall3
right(192)
!gallows2
right(128) left(32) left(128) rotright
straight(128)
right(240)
mid("METL1")
step(144, 144)
straight(64)
step(64,-64)
straight(448) !lightcast2 straight(32)
step(88, 88)
rightsector(0, skyheight, skybright)
-- three timebombs along the diagonal outside edge of the hub
timebomb
movestep(-44, -44)
movestep(-16, 16)
thing
movestep(44, 44)
thing
movestep(44,44) thing
-- light casting from the spoke windows
^lightcast1
outdoors
lightcast1
^lightcast2
lightcast2
-- outdoor "crate" secret
^courtyard
movestep(0, 832) movestep(-8,-8) outdoors bot("SANDSQ2")
ammosecret
easy -- reset thing flags
^courtyard
outdoors
movestep(280, 280)
implights
movestep(32, 32)
impbox(outertag, innertag, triggertype, walktag, outer_button_type, outer_button_tag)
^turret1 newturret
^turret2 newturret
^courtyard_wall1
straight(64)
right(384) -- 384 416
right(32) rotright
step(32,-32)
straight(128)
top("WOODWL")
right(48) left(32) left(48) rotright
straight(192)
rotright
rightsector(wallheight, skyheight, skybright)
pushpop(^gallows rotleft move(48) rotright gallows(24))
pushpop(^gallows2 movestep(0,-48) gallows(16))
move(64)
box(0, 0, skybright, 64, 384)
movestep(64, 384) rotright
straight(96)
step(-32,32)
turnaround straight(64)
right(32)
rightsector(0, 0, skybright)
movestep(0,96)
right(96) right(32)right(64)step(32,32)
rightsector(0, 0, skybright)
^courtyard_wall2 -- facing east
straight(64)
left(64)
step(-640, 640)
step(0,-64) step(-64,0)
turnaround
step(-640, 640)
rightsector(wallheight, skyheight, skybright)
--sky box
turnaround -- facing north
movestep(64,64)
step(32,32)
step(32,-32)
step(64,0)
step(-768,768) !xtrasky
step(0,-64)
step(32,-32) step(-32,-32)
step(640, -640)
rightsector(0, 0, skybright)
-- little extra skybox
^xtrasky -- north facing
step(-32,32) step(-64,0)
step(32,-32) step(64,0)
rightsector(0, 0, skybright)
^courtyard_wall3
step(32,-32)
bot("METL2") step(32,0)
right(384) right(64) right(128)
right(48) left(32) left(48) rotright !gallows2
straight(192) rotright
rightsector(wallheight, skyheight, skybright)
movestep(64,-32)
straight(32)
left(64)
step(32,32) turnaround
straight(480) right(64) right(384)
rightsector(0, 0, skybright)
-- ammo
^courtyard_wall2
amphrdwimpy
movestep(64,128)
triple(thing movestep(234,234))
^courtyard_wall2 rotleft
movestep(-256,128)
amgwndhefty
twice(thing movestep(-256,256))
}
-- secret box crate thing
ammosecret {
set("boxtrig", newtag)
linetype(sr_lift, get("boxtrig"))
sectortype(0, get("boxtrig"))
ibox(56,skyheight,skybright,64,64)
movestep(2,2)
sectortype(sectortype_secret,0)
quad(straight(60) rotright)
innerrightsector(8,skyheight,skybright)
linetype(0,0)
sectortype(0,0)
twice(popsector)
place(30,30, easy clearflag(skill4_5) quartz_flask thing
ultraviolence ifelse(eq(0,get("flip")), quartz_flask, crystalvial) flip thing)
}
-- david's star-style turrets: six points around a square with recessed fire braziers
newturret {
bot("METL2") mid("METL2")
quad(
step(32,-32) step(0,64) step(-32,-32)
rightsector(128, skyheight, 200)
movestep(128,128) rotleft
)
movestep(32,96) rotleft
quad(
step(64,0) step(-64,64) step(0,-64)
rightsector(128, skyheight, 200)
move(192) rotright
)
move(64)
quad(straight(64) step(64,64) rotright)
rightsector(160, skyheight, 200)
movestep(-32,32)
ibox(sub(160,32), skyheight, 256, 128,128)
movestep(64,64)
firebrazier
cluster(thing, 32)
}
/*
lightcast/cone/etc. - pools of light from the spoke windows
the pools of light from the windows nearest the hub intersect
hence lightcast1 (non-intersected cone) and lightcast2
(intersected); both defined in terms of segments lightcone_l1,
lightcone_l2, lightcone_r1, lightcone_r2
innercone is the inner, brighter cone of light; these do not
intersect
*/
lightcast1 {
rotright
movestep(8,0)
lightcone
innerrightsector(0, skyheight, add(skybright, 16))
pushpop(
movestep(8,14)
innercone
innerrightsector(0, skyheight, add(skybright, 32))
)
twice(popsector)
movestep(0,256)
lightcone_l
up lightcone_r1 down
lightcone_r2
pushpop(movestep(8,14) !innercone)
}
lightcast2 {
rotright
movestep(8,0)
lightcone_l1
up lightcone_l2 down
lightcone_r
innerrightsector(0, skyheight, add(skybright, 16))
pushpop(
movestep(8,14)
innercone
innerrightsector(0, skyheight, add(skybright, 32))
)
popsector
pushpop(
^innercone
innercone
innerrightsector(0, skyheight, add(skybright, 16))
)
twice(popsector)
movestep(0,256)
lightcone
innerrightsector(0, skyheight, add(skybright, 16))
pushpop(
movestep(8,14)
innercone
innerrightsector(0, skyheight, add(skybright, 32))
)
twice(popsector)
}
-- a cone of light sector, decomposed into left and right halves,
-- and further decomposed into L part 1, part 2 etc.; the division
-- corresponds to where two light cones overlap in the map
lightcone {
lightcone_l
lightcone_r
}
lightcone_l {
lightcone_l1
lightcone_l2
}
lightcone_l1 {
step(64,-32)
step(64,-8)
step(36,4)
} lightcone_l2 {
step(28,4)
step(56,64)
step(16,32)
}
lightcone_r {
lightcone_r1
lightcone_r2
}
lightcone_r1 {
step(-16,32)
step(-56,64)
step(-28,4)
} lightcone_r2 {
step(-36,4)
step(-64,-8)
step(-64,-32)
step(0,-128)
}
-- 80% the size of lightcone; no overlap
innercone {
step(51,-26)
step(51,-6)
step(29,3)
step(22,3)
step(45,51)
step(13,26)
step(-13,26)
step(-45,51)
step(-22,3)
step(-29,3)
step(-51,-6)
step(-51,-26)
step(0,-102)
}
-- variable height gallows
gallows(s) {
ceil("floor10")
top("WOODWL")
box(wallheight, sub(skyheight, s), skybright, 32, 48)
place(1,1, ibox(0, 0, skybright, 30, 30))
movestep(0,48)
box(0, sub(skyheight, s), skybright, 32, 128)
ceil("floor10")
place(16, 120, hangingcorpse thing deathmatchstart thing)
}
/*
"flower" of light cast by braziers around the imp boxes
*/
implights {
!implights
move(128)
rotright
-- outer 'flower' shape
quad(turnaround triple(curve(128, 128, 4, 0)))
innerrightsector(0, skyheight, add(skybright, 16))
-- inner
rotleft movestep(128, -96)
movestep(-96, 96) rotleft
quad(
triple(curve(96, 96, 4, 0))
step(30,4) right(62) left(62) rotright step(30,-4)
innerrightsector(0, skyheight, add(skybright, 32))
popsector
rotright movestep(96, 160)
)
^implights
}
/*
imp boxes
large enclosed region containing imps
also containing an inner pillar textured SAINT1
which is dropped by a trigger and contains a nicebutton
(which triggers the next one along)
*/
-- three tags
-- first tag controls dropping the box walls
-- second tag controls dropping the inner pillar
-- third tag is triggered when walked over the pillar
impbox(outertag, innertag, triggertype, walktag, outer_button_type, outer_button_tag) {
!impbox
ceil("F_SKY1")
floor("FLOOR30")
bot("METL1")
sectortype(0, outertag)
ibox(skyheight, skyheight, add(skybright, 32), 192, 192)
sectortype(0, 0)
pushpop(
movestep(8,8)
floor("FLOOR27")
ibox(-8, skyheight, add(skybright, 32), 176, 176)
-- exit technique
pushpop(movestep(56, 56)
floor("FLAT500")
sectortype(0, innertag)
bot("SAINT1")
place(-4, -4, ibox(128, skyheight, add(skybright, 32), 72, 72))
sectortype(0, 0)
nicebutton(0, skyheight, add(skybright, 32), outer_button_type, outer_button_tag, triggertype, walktag)
movestep(16,16) teleportman thing
)
linetype(0,0)
sectortype(0,0)
)
movestep(88, 88)
rotleft
imp cluster(thing, 48)
^impbox movestep(-32,-32) firebrazier quad(thing move(256) rotright)
}
starts {
!starts
move(-64)
player1start thing
deathmatchstart thing
move(128)
player2start thing
movestep(-64,-64)
player3start thing
movestep(0,128)
player4start thing
^starts
}
/*
off-map joined-sector for waking up monsters and later
teleporting them into the game area
XXX: we could look at using monsterbox from basic.h
*/
monsterbawx(opentag, desttag, monsters) {
forcesector(get("hubsector"))
linetype(teleport_wr, desttag)
box(0,0,0, 256, 256)
place(128, 128, monsters)
move(256)
sectortype(0, opentag)
box(128,128,0, 64, 256)
sectortype(0, 0)
linetype(0, 0)
movestep(-256, 320)
}
-- variation of the above: no joined sector; no teleport line
crushbox(opentag, desttag, monsters) {
sectortype(0, $crushme)
box(0,128,200, 256, 256)
place(128, 128, monsters)
move(256)
sectortype(0, 0)
linetype(0, 0)
movestep(-256, 320)
}