Gameinfo { CheatKey = "maparrows/key.txt" EasyKey = "maparrows/ravenkey.txt" } DoomEdNums { 0 = Unknown 14 = TeleportDest 118 = ZBridge 888 = MBFHelperDog 5001 = PointPusher 5002 = PointPuller 5004 = FS_Mapspot 5061 = InvisibleBridge32 5064 = InvisibleBridge16 5065 = InvisibleBridge8 9001 = MapSpot 9013 = MapSpotGravity 9024 = PatrolPoint 9025 = SecurityCamera 9026 = Spark 9027 = RedParticleFountain 9028 = GreenParticleFountain 9029 = BlueParticleFountain 9030 = YellowParticleFountain 9031 = PurpleParticleFountain 9032 = BlackParticleFountain 9033 = WhiteParticleFountain 9037 = BetaSkull 9038 = ColorSetter 9039 = FadeSetter 9040 = MapMarker 9041 = SectorFlagSetter 9043 = TeleportDest3 9044 = TeleportDest2 9045 = Waterzone 9046 = SecretTrigger 9047 = PatrolSpecial 9048 = SoundEnvironment 9070 = InterpolationPoint 9071 = PathFollower 9072 = MovingCamera 9073 = AimingCamera 9074 = ActorMover 9075 = InterpolationSpecial 9076 = HateTarget 9077 = UpperStackLookOnly 9078 = LowerStackLookOnly 9080 = SkyViewpoint 9081 = SkyPicker 9082 = SectorSilencer 9083 = SkyCamCompat 9200 = Decal 9982 = SecActEyesAboveC 9983 = SecActEyesBelowC 9988 = CustomSprite 9989 = SecActHitFakeFloor 9990 = InvisibleBridge 9991 = CustomBridge 9992 = SecActEyesSurface 9993 = SecActEyesDive 9994 = SecActUseWall 9995 = SecActUse 9996 = SecActHitCeil 9997 = SecActExit 9998 = SecActEnter 9999 = SecActHitFloor 14065 = AmbientSound 14066 = SoundSequence 14067 = AmbientSoundNoGravity 14165 = MusicChanger 32000 = DoomBuilderCamera } Intermission Inter_Titlescreen { GotoTitle { } } Intermission Inter_Pic1 { Image { Background = "@1" // index into finalepic FadeIn gameinfo block } } Intermission Inter_Pic2 { Image { Background = "@2" } } Intermission Inter_Pic3 { Image { Background = "@3" } } Intermission Inter_Bunny { Scroller { ScrollDirection = Left Background = "PFUB1" Background2 = "PFUB2" Music = "$MUSIC_BUNNY" InitialDelay = -230 Scrolltime = -640 Time = -1130 } Link = TheEnd } Intermission TheEnd { // no backgrounds are set here so this will reuse the previous one. Image { Draw = "END0", 108, 68 Time = -50 } Image { Draw = "END1", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END2", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END3", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END4", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END5", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END6", 108, 68 Time = -5 Sound = "weapons/pistol" } } Intermission Inter_Underwater { Image { Background = "E2END", 0, "E2PAL" } GotoTitle { } } Intermission Inter_Demonscroll { Scroller { ScrollDirection = Up Background = "FINAL1" Background2 = "FINAL2" InitialDelay = 2 Scrolltime = -600 } } Intermission Inter_BuyStrife { Scroller { ScrollDirection = Left Background = "CREDIT" Background2 = "VELLOGO" InitialDelay = -230 Scrolltime = -640 } } Intermission Inter_Cast { Image { // This is only here to initialize the background and the music Background = "$bgcastcall" Time = -1 Music = "$MUSIC_EVIL" } Link = Doom2Cast } Intermission Doom2Cast { Cast { CastClass = "Zombieman" CastName = "$CC_ZOMBIE" AttackSound = "Missile", 1, "grunt/attack" } Cast { CastClass = "ShotgunGuy" CastName = "$CC_SHOTGUN" AttackSound = "Missile", 1, "shotguy/attack" } Cast { CastClass = "ChaingunGuy" CastName = "$CC_HEAVY" AttackSound = "Missile", 1, "chainguy/attack" AttackSound = "Missile", 2, "chainguy/attack" AttackSound = "Missile", 3, "chainguy/attack" } Cast { CastClass = "DoomImp" CastName = "$CC_IMP" AttackSound = "Missile", 2, "imp/attack" } Cast { CastClass = "Demon" CastName = "$CC_DEMON" AttackSound = "Melee", 1, "demon/melee" } Cast { CastClass = "LostSoul" CastName = "$CC_LOST" AttackSound = "Missile", 1, "skull/melee" } Cast { CastClass = "Cacodemon" CastName = "$CC_CACO" AttackSound = "Missile", 1, "caco/attack" } Cast { CastClass = "HellKnight" CastName = "$CC_HELL" AttackSound = "Missile", 1, "baron/attack" } Cast { CastClass = "BaronOfHell" CastName = "$CC_BARON" AttackSound = "Missile", 1, "baron/attack" } Cast { CastClass = "Arachnotron" CastName = "$CC_ARACH" AttackSound = "Missile", 1, "baby/attack" } Cast { CastClass = "PainElemental" CastName = "$CC_PAIN" AttackSound = "Missile", 2, "skull/melee" } Cast { CastClass = "Revenant" CastName = "$CC_REVEN" AttackSound = "Missile", 1, "skeleton/attack" AttackSound = "Melee", 1, "skeleton/swing" AttackSound = "Melee", 3, "skeleton/melee" } Cast { CastClass = "Fatso" CastName = "$CC_MANCU" AttackSound = "Missile", 1, "fatso/attack" AttackSound = "Missile", 4, "fatso/attack" AttackSound = "Missile", 7, "fatso/attack" } Cast { CastClass = "Archvile" CastName = "$CC_ARCH" AttackSound = "Missile", 1, "vile/start" } Cast { CastClass = "SpiderMastermind" CastName = "$CC_SPIDER" AttackSound = "Missile", 1, "spider/attack" AttackSound = "Missile", 2, "spider/attack" } Cast { CastClass = "Cyberdemon" CastName = "$CC_CYBER" AttackSound = "Missile", 1, "weapons/rocklf" AttackSound = "Missile", 3, "weapons/rocklf" AttackSound = "Missile", 5, "weapons/rocklf" } Cast { CastClass = "DoomPlayer" CastName = "$CC_HERO" AttackSound = "Missile", 0, "weapons/sshotf" } Link = Doom2Cast // restart cast call } Intermission Inter_Chess { Fader { Music = "Hall" Background = "FINALE1" Time = 2 FadeType = FadeIn } TextScreen { Background = "FINALE1" TextSpeed = 3 TextLump = "win1msg" Time = -250 } TextScreen { Music = "Orb" Background = "FINALE2" TextSpeed = 3 TextLump = "win2msg" Time = -250 } Fader { Background = "FINALE2" Time = 2 FadeType = FadeOut } Fader { Music = "Chess" Background = "FINALE3" DrawConditional = "Multiplayer", "CHESSALL", 20, 0 DrawConditional = "ClericPlayer", "CHESSC", 60, 0 DrawConditional = "MagePlayer", "CHESSM", 60, 0 Time = 2 FadeType = FadeIn } TextScreen { Background = "FINALE3" DrawConditional = "Multiplayer", "CHESSALL", 20, 0 DrawConditional = "ClericPlayer", "CHESSC", 60, 0 DrawConditional = "MagePlayer", "CHESSM", 60, 0 TextSpeed = 3 TextLump = "win3msg" Position = 5, 135 } }