I'm not too fond of things that "can't" be done. :)
I just added some code to trace aliases and the like and recompiled, and, yea... it looks like there really aren't any aliases or the like (set by the map) that don't get cleared.
None-the-less... a solution is:
1. Make multiple "copies" of the mapname.ogz file use symlinks (or ms/puke "shortcuts") or whatever. Call them mapname1.ogz, mapname2.ogz, etc..
Obviously they're not "real" copies, so it doesn't waste the diskspace/bandwidth. (Or even if they are you still don't need to maintain multiple files.)
2. You can then write multiple mapname<n>.cfg files. They could be as simple as:
alias mapnamenumber 4
exec packages/base/mapnamemaster.cfg
3. Should be obvious from there. You could make multiple blackboards (or a complete wall with blackboards) in front of one-another and then "open" the ones there aren't for that map number. (Or change a texture.. or whatever...)
4. Ok... it's lame that you can't just turn the monster-entities on and off... I am *considering* some code-changes to the game that would really allow a lot more than you can currently do with SP levels/scripts.
I'll post more if I get serious about it. :)
In the mean time, you could:
Make some horizontal doors. (At least I assume you can; I haven't noticed any software to make .md2's or .md3's under Unix/Linux, other than Blender which only seems to be able to make a single frame.)
Make your horizontal doors floor-colored
Place the horizontal floor-colored doors under the monsters that may or may not be wanted on this map.
If you don't want them, open the doors and let them experience "the great outdoors." (You'll probably have to keep on alive/hidden of course to not end the level.)
Hope this is useful. :)
d4z
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