#SEQUENCE "base";
# // Load up all the screenFX we need for transitioning to a boss level.
  screenFX_make( "wa",   "wash", "*color=colorRGB(1.0, 0.5, 0.25); *variance=0.3;" );
  screenFX_make( "br",   "break" );
  screenFX_make( "bp",   "boss pic", "*tex = \"boss_pics/kenki.tga\"; *scale = 1.135; *move = 1;" );
  screenFX_fade( "bp",   0, 0.001 );
  screenFX_make( "bl",   "blur" );
  screenFX_make( "text", "boss pic", "*tex = \"boss_pics/kenki_text.tga\"; *scale = 1.25; *fade = 1;" );
  screenFX_fade( "text", 0, 0.001 );
  wait( 1.25 );

# // Make sure the HUD doesn't get in the way of the boss screen.
  HUD_set_visible( 0 );
  sound_play( "NewSoundFX/hysteria.wav" );
  wait( 0.25 );

# // Fade in the break-up effect to make things interesting.
  screenFX_fade( "br", 2, 1.0 );
  wait( 0.2 );

# // Cover the screen with a wash.
  screenFX_fade( "wa", 1, 1.0 );
  wait( 0.2 );

# // Bring in the actual boss picture.
  screenFX_fade( "bp", 0.333, 0.5 );
  wait( 1.0 );

# // Display the bosses name and add a flash of bloom.
  screenFX_fade( "bl", 0.25, 0.175 );
  screenFX_fade( "text", 0.333, 1 );
  wait( 0.25 );

# // We're done with the bloom.
  screenFX_kill( "bl", 0.5 );
  wait( 0.5 );


# // <------Load the boss level here------->
  wait( 0.5 );


# // Turn everything off.
  screenFX_kill( "wa", 0.5 );
  screenFX_kill( "br", 0.75 );
  screenFX_fade( "bp", 0.25, 1.0 );
  screenFX_kill( "text", 0.5 );
  wait( 0.3 );

# // Get our HUD back in view.
  screenFX_kill( "bp", 0 );
  HUD_set_visible( 1 );
  wait( 1.5 );

//# // We're all done doing boss screen stuff.
//  kill_this();
