--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=".", smoothed=true, joined=true, lit=0, walled=false })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, lit=0, walled=true })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style = "mines", fg = ".", bg = " ", smoothed=true, joined=true, walled=true })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style = "mines", fg = ".", bg = " ", smoothed=true, joined=true, walled=true })
--
des.level_init({ style = "solidfill", fg = "P" });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = "P" });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = "." });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = "." });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel", "hardfloor")
+des.level_flags("mazelevel", "hardfloor", "noflip")
-- This is a kludge to init the level as a lit field.
des.level_init({ style="mines", fg=".", bg=".", smoothed=false, joined=false, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="T", smoothed=true, joined=true, walled=true })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, walled=true })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=true, joined=true, walled=true })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, walled=true })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, walled=true })
--
des.level_init({ style = "solidfill", fg = "I" });
-des.level_flags("mazelevel", "icedpools")
+des.level_flags("mazelevel", "icedpools", "noflip")
des.level_init({ style="mines", fg=".", bg="I", smoothed=true, joined=true, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = "L" });
-des.level_flags("mazelevel", "icedpools")
+des.level_flags("mazelevel", "icedpools", "noflip")
des.level_init({ style="mines", fg=".", bg="L", smoothed=true, joined=true, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = "L" });
-des.level_flags("mazelevel", "icedpools")
+des.level_flags("mazelevel", "icedpools", "noflip")
des.level_init({ style="mines", fg=".", bg="L", smoothed=true, joined=true, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel", "hardfloor", "icedpools")
+des.level_flags("mazelevel", "hardfloor", "icedpools", "noflip")
des.level_init({ style="mines", fg=".", bg="I", smoothed=true, joined=false, lit=1, walled=false })
--
des.level_init({ style = "solidfill", fg = " " });
-des.level_flags("mazelevel");
+des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true ,joined=true, lit="random", walled=true })