


It must be done per each map play and is not a general solution for all maps. As long as the map's BSP tree is not rebuilt, this will not cause consistency failures. Partial invisibility is achieved via the colormap remapping the pixels behind the object to slightly darker shades, and a totally remapped colormap makes them almost totally invisible.Ī second approach is to simply edit the map being playing and set all sector light levels to 255.

Each light level map in the colormap is changed to be equal to the full brightness colormap.Īn alternative method is to repeat and duplicate the first 16 colormaps two times each (or the first 8, four times each), thereby dramatically increasing the brightness of the game, while still allowing the player to partially view things under the partial invisibility effect (like spectres and players using the partial invisibility powerup). The cheat takes the form of a PWAD loaded at startup or a modified IWAD file, to change the COLORMAP lump.
