map D2DM1 lookup LEVEL_DM_1 {
	next = D2DM2
	secretnext = D2DM2
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_RUNNIN
}

map D2DM2 lookup LEVEL_DM_2 {
	next = D2DM3
	secretnext = D2DM3
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_ROMERO
}

map D2DM3 lookup LEVEL_DM_3 {
	next = D2DM4
	secretnext = D2DM5
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_THE_DA
}

map D2DM4 lookup LEVEL_DM_4 {
	next = D2DM5
	secretnext = D2DM6
	sky1 = SKY1, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_CRATE
}

map D2DM5 lookup LEVEL_DM_5 {
	next = D2DM6
	secretnext = D2DM6
	sky1 = SKY1, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_SHAWN
}

map D2DM6 lookup LEVEL_DM_6 {
	next = D2DM7
	secretnext = D2DM7
	sky1 = STSKY7, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_IN_CIT
}

map D2DM7 lookup LEVEL_DM_7 {
	next = D2DM8
	secretnext = D2DM8
	sky1 = STSKY3, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_ADRIAN
}

map D2DM8 lookup LEVEL_DM_8 {
	next = D2DM9
	secretnext = D2DM9
	sky1 = STSKY8, 0.0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_STALKS
 	clipmidtextures
}

map D2DM9 lookup LEVEL_DM_9 {
	next = D2DM10
	secretnext = D2DM10
	sky1 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_DDTBLU
}

map D2DM10 lookup LEVEL_DM_10 {
	next = D2DMSEC
	secretnext = D2DMSEC
	sky1 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_TENSE
}

map D2DMSEC lookup LEVEL_DM_SEC {
	next = D2DM12
	secretnext = D2DM12
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_DMSEC
}

map D2DM12 lookup LEVEL_DM_12 {
	next = D2DM1
	secretnext = D2DM1
	sky1 = VOID, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_EMPT
}

map D2DM11 lookup LEVEL_DM_11 {
	next = D2DM11
	secretnext = D2DM11
	sky1 = STARS, 0.5
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_BETWEE
}

map D2DUEL1 lookup LEVEL_DUEL_1 {
	next = D2DUEL2
	secretnext = D2DUEL2
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_ALPHA
}

map D2DUEL2 lookup LEVEL_DUEL_2 {
	next = D2DUEL3
	secretnext = D2DUEL3
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_DELTA
}

map D2DUEL3 lookup LEVEL_DUEL_3 {
	next = D2DUEL4
	secretnext = D2DUEL4
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_SIGMA
}

map D2DUEL4 lookup LEVEL_DUEL_4 {
	next = D2DUEL5
	secretnext = D2DUEL5
	sky1 = ECOSKY, 0.125
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_ECO
}

map D2DUEL5 lookup LEVEL_DUEL_5 {
	next = D2DUEL6
	secretnext = D2DUEL6
	sky1 = STSKY10, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_RUIN
}

map D2DUEL6 lookup LEVEL_DUEL_6 {
	next = D2DUEL7
	secretnext = D2DUEL7
	sky1 = STSKY7, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_DSPAIR
}

map D2DUEL7 lookup LEVEL_DUEL_7 {
	next = D2DUEL8
	secretnext = D2DUEL8
	sky1 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_TOHELL
}

map D2DUEL8 lookup LEVEL_DUEL_8 {
	next = D2DUEL9
	secretnext = D2DUEL9
	sky1 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_IMPIUS
}

map D2DUEL9 lookup LEVEL_DUEL_9 {
	next = D2DUEL10
	secretnext = D2DUEL10
	sky1 = STSKY4, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_ORION
}

map D2DUEL10 lookup LEVEL_DUEL_10 {
	next = D2DUEL1
	secretnext = D2DUEL1
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_CARGO
	smoothlighting
}

map D2DUELSE lookup LEVEL_DUEL_SEC {
	next = D2DUEL1
	secretnext = D2DUEL1
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_STELTH
}

map D2LMS1 lookup LEVEL_LMS_1 {
	next = D2LMS2
	secretnext = D2LMS2
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_STELTH
}

map D2LMS2 lookup LEVEL_LMS_2 {
	next = D2LMS3
	secretnext = D2LMS3
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_SURVIV
}

map D2LMS3 lookup LEVEL_LMS_3 {
	next = D2LMS4
	secretnext = D2LMS4
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_DEATHC
}

map D2LMS4 lookup LEVEL_LMS_4 {
	next = D2LMS5
	secretnext = D2LMS5
	sky1 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_STORAG
}

map D2LMS5 lookup LEVEL_LMS_5 {
	next = D2LMS6
	secretnext = D2LMS6
	sky1 = STSKY13, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_HOLLOW
	doublesky 
	fallingdamage 
}

map D2LMS6 lookup LEVEL_LMS_6 {
	next = D2LMS7
	secretnext = D2LMS7
	sky1 = STSKY13, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_NMARE
}

map D2LMS7 lookup LEVEL_LMS_7 {
	next = D2LMS8
	secretnext = D2LMS8
	sky1 = STSKY7, 0.1
	sky2 = STSKY7, 0.1
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_BADLAN
}

map D2LMS8 lookup LEVEL_LMS_8 {
	next = D2LMS9
	secretnext = D2LMS9
	sky1 = STSKY14, 0.1
	sky2 = STSKY14, 0.1
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_FORGOT
}

map D2LMS9 lookup LEVEL_LMS_9 {
	next = D2LMS10
	secretnext = D2LMS10
	sky1 = STSKY1, 0.1
	sky2 = STSKY1, 0.1
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_BUNKER
}

map D2LMS10 lookup LEVEL_LMS_10 {
	next = D2LMS1
	secretnext = D2LMS1
	sky1 = STSKY4, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_HATRED
}

map D2CTF1 lookup LEVEL_CTF_1 {
	next = D2CTF2
	secretnext = D2CTF2
	sky1 = STARS, 0.5
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_BETWEE
	doublesky 
}

map D2CTF2 lookup LEVEL_CTF_2 {
	next = D2CTF3
	secretnext = D2CTF3
	sky1 = STWALL, 0
	sky2 = STSKY1, 0.25
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_MTCAP
	doublesky 
}

map D2CTF3 lookup LEVEL_CTF_3 {
	next = D2CTF4
	secretnext = D2CTF4
	sky1 = STSKY6, 0.0
	sky2 = STSKY5, 0.0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_NAKEDT
}

map D2CTF4 lookup LEVEL_CTF_4 {
	next = D2CTF5
	secretnext = D2CTF5
	sky1 = SKYFOG0, 0.25
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_AREA51
}

map D2CTF5 lookup LEVEL_CTF_5 {
	next = D2CTF6
	secretnext = D2CTF6
	sky1 = STSKY5, 0.25
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_MASSM
}

map D2CTF6 lookup LEVEL_CTF_6 {
	next = D2CTF7
	secretnext = D2CTF7
	sky1 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_BLOOD
}

map D2CTF7 lookup LEVEL_CTF_7 {
	next = D2CTF8
	secretnext = D2CTF8
	sky1 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_BRICK
}

map D2CTF8 lookup LEVEL_CTF_8 {
	next = D2CTF9
	secretnext = D2CTF9
	sky1 = STSKY7, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_ABODE
}

map D2CTF9 lookup LEVEL_CTF_9 {
	next = D2CTF10
	secretnext = D2CTF10
	sky1 = STSKY10, 0
	sky2 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_DISAST
}

map D2CTF10 lookup LEVEL_CTF_10 {
	next = D2CTF1
	secretnext = D2CTF1
	sky1 = STSKY3, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_DOOMED
}

map FACE "Facing Worlds" {
	next = D2DM11
	secretnext = D2DM11
	sky1 = STARS, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_KEEP
}

map D2ST1 lookup LEVEL_ST_1 {
	next = D2ST2
	secretnext = D2ST2
	sky1 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_KEEP
}

map D2ST2 lookup LEVEL_ST_2 {
	next = D2ST3
	secretnext = D2ST3
	sky1 = STSKY3, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_FIRE
}

map D2ST3 lookup LEVEL_ST_3 {
	next = D2ST4
	secretnext = D2ST4
	sky1 = STSKY4, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_BLDFRT
}

map D2ST4 lookup LEVEL_ST_4 {
	next = D2ST5
	secretnext = D2ST5
	sky1 = STSKY3, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_O
}

map D2ST5 lookup LEVEL_ST_5 {
	next = D2ST6
	secretnext = D2ST6
	sky1 = STSKY3, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_ACID
}

map D2ST6 lookup LEVEL_ST_6 {
	next = D2ST7
	secretnext = D2ST7
	sky1 = STSKY3, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_CANYON
}

map D2ST7 lookup LEVEL_ST_7 {
	next = D2ST8
	secretnext = D2ST8
	sky1 = STSKY3, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_SPACE
}

map D2ST8 lookup LEVEL_ST_8 {
	next = D2ST9
	secretnext = D2ST9
	sky1 = STSKY8, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_STAT12
	forcenoskystretch 
}

map D2ST9 lookup LEVEL_ST_9 {
	next = D2ST1
	secretnext = D2ST1
	sky1 = STSKY8, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_VRACK
}

map D2INV1 lookup LEVEL_INV_1 {
	next = D2INV2
	secretnext = D2INV2
	sky1 = STSKY3, 0
	sky2 = STSKY3, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_INV1
}

map D2INV2 lookup LEVEL_INV_2 {
	next = D2INV3
	secretnext = D2INV3
	sky1 = STSKY14, 0.1
	sky2 = STSKY14, 0.1
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_INV2
}

map D2INV3 lookup LEVEL_INV_3 {
	next = D2INV4
	secretnext = D2INV4
	sky1 = STSKY2, 0
	sky2 = STSKY2, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_INV3
}

map D2INV4 lookup LEVEL_INV_4 {
	next = D2INV5
	secretnext = D2INV5
	sky1 = STSKY6, 0
	sky2 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_INV4
}

map D2INV5 lookup LEVEL_INV_5 {
	next = D2INV1
	secretnext = D2INV1
	sky1 = STSKY6, 0
	sky2 = STSKY6, 0
	intermusic = D_STINT
	enterpic = LOSERPIC
	exitpic = STINTER
	music = D_INV5
}

map CREDMAP "Credits" {
	next = MAP01
	secretnext = MAP01
	sky1 = STSKY6, 0
	sky2 = STSKY6, 0
	music = D_VICTOR
}