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Teaching Old Progs.dat New Tricks.
You know about the info_notnull explosion hack. You know about making monsters drop weapons or alternate ammo using the .weapon and .ammo_whatever hacks. You know about making items float in the air by spawning them on a temporary platform. Let's have a thread where we talk about new ways to use existing behavior and get novel gameplay. If you're a "retired" mapper, this is a great time to do some armchair level design and suggest ideas you'll never have a chance to use yourself.
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I'll Start. 
Here's one i thought of a while ago. You all know that only the first 4 info_intermissions can get used in a level. You could set it up so that if a player meets some requirements (like finding some special secret, killing all the monsters, or something) you killtarget all 4 "regular" info_intermissions, so that the 5th one gets used instead -- and the 5th one would point to some cool secret vista. 
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