The Pits is a lightweight mod built to sort of "bridge the gap" between v6a and v6b. By running this wad before v6b-compatible map packs, you can run them in v6a.
Wow! Talk about convenient.
Now you can play all your v6a mods with the latest map packs!
Fixed a bug where if water and a hazard pit were using the same sector tag, water would stop working in that zone.
Added ability to change "Map Created By" text. Used by Encore and IX-Pack.
Added centralized elec beams. Used by IX-Pack.
v1b -> v1c
Added MM10PUM's waterfalls (used in LegoPack-v2c.pk3)
Added a very cut down BasicProjectile
Added empty actors for pickup respawn timers
v1a -> v1b
Added music support for the v6b victory jingle change. Just maps the new codes to the old tracks.
Added invisible graphics to keep Skulltag (mode) from console spam. Even though ThePits doesn't support it, it's good to have this middleground.
Added a blank actor to replace the white flag in v6b-compat CTF maps. If you want OFCTF in the modern maps, play v6b.
Features:
Slimmed down pit framework. Pits made for v6b will properly damage players as if you were playing v6b.
Backport of language tag support for mapcards.
Backport of necessary actors for basic implementation of hazards.
Filled in Skulltag doomed numbers to prevent runtime warnings and missing actors.
Backport of scripts "core_definepit", "core_changepit", "core_checkmode", and "core_bossmusicstate".
CVar wrapper script "core_checkservercvar" always returns `false` for SVCVAR_HAZARD. check the wiki if you don't know.
Backported all the v6b textures.
Cannot be run alongside v6b.
Music mappings for the victory themes added in v6b.
Ability to replace "Map Created By" text on map cards, from v6b.
Centralized Elec Beam script from v6b.
Non-Features:
if you want these features, update your mod to v6b.
or, implement them yourself... technically nothing stopping you at this point.
None of v6b's data structures are implemented.
Hazard crediting.
v6b's modding framework.
most of v6b-exclusive actors.
MAPTOOLS scripts, as those would require replacing sensitive ACS files.
Full Skulltag support
FAQs
Q: How do I use this when hosting CBM/UEC/Gondola/etc?
A: Run your mods first, then add this wad, then all your mappacks. This wad will not break your v6a mappacks.
Q: Does this replace any code files my mod might run?
A: The only file replaced is MAPCARDS.acs. The use cases of fully replacing the core version of this file are very limited.
Q: Mapper here, how do I...
A: Just map as if you're building for v6b. The wiki walks you through toolkit setup. This wad will fix most general cases that would prevent a v6b mappack from running in v6a.
Q: Help! My mappack won't run without v6b even with ThePits!
A: You're most likely inheriting or using some v6b-exclusive actor. Try implementing that actor yourself, preferably under a different name and doomed number.