// MAPINFO for Strife (full version and teaser) gameinfo { titlepage = "TITLEPIC" creditpage = "CREDIT" titlemusic = "D_LOGO" titletime = 8 advisorytime = 0 pagetime = 5 chatsound = "misc/chat" finalemusic = "d_intro" finaleflat = "-NOFLAT-" finalepage = "CREDIT" infopage = "HELP1", "HELP2", "HELP3" quitsound = "" borderflat = "F_PAVE01" border = StrifeBorder telefogheight = 0 defkickback = 150 skyflatname = "F_SKY001" translator = "xlat/strife.txt" defaultbloodcolor = "68 00 00" defaultbloodparticlecolor = "ff 00 00" backpacktype = "AmmoSatchel" statusbar = "" intermissionmusic = "d_slide" intermissioncounter = false weaponslot = 1, "PunchDagger" weaponslot = 2, "StrifeCrossbow2", "StrifeCrossbow" weaponslot = 3, "AssaultGun" weaponslot = 4, "MiniMissileLauncher" weaponslot = 5, "StrifeGrenadeLauncher2", "StrifeGrenadeLauncher" weaponslot = 6, "FlameThrower" weaponslot = 7, "Mauler2", "Mauler" weaponslot = 8, "Sigil" dimcolor = "ff d7 00" dimamount = 0.2 } skill baby { AutoUseHealth AmmoFactor = 2 DamageFactor = 0.5 EasyBossBrain SpawnFilter = Baby PicName = "M_JKILL" Key = "t" } skill easy { SpawnFilter = Easy PicName = "M_ROUGH" Key = "r" } skill normal { SpawnFilter = Normal PicName = "M_HURT" Key = "v" DefaultSkill } skill hard { SpawnFilter = Hard PicName = "M_ULTRA" Key = "e" } skill nightmare { AmmoFactor = 2 FastMonsters DisableCheats RespawnTime = 16 SpawnFilter = Nightmare PicName = "M_NMARE" Key = "b" } gamedefaults { forcenoskystretch strifefallingdamage nointermission clipmidtextures noinfighting } map MAP01 "AREA 1: sanctuary" { next = "MAP02" sky1 = "SKYMNT02" music = "D_ACTION" cluster = 1 } map MAP02 "AREA 2: town" { next = "MAP03" sky1 = "SKYMNT02" music = "D_TAVERN" cluster = 1 } map MAP03 "AREA 3: front base" { next = "MAP04" sky1 = "SKYMNT02" music = "D_DANGER" cluster = 1 noallies redirect = "Sigil", "map30" } map MAP04 "AREA 4: power station" { next = "MAP05" sky1 = "SKYMNT02" music = "D_FAST" cluster = 1 } map MAP05 "AREA 5: prison" { next = "MAP06" sky1 = "SKYMNT02" music = "D_INTRO" cluster = 1 } map MAP06 "AREA 6: sewers" { next = "MAP07" sky1 = "SKYMNT02" music = "D_DARKER" cluster = 1 } map MAP07 "AREA 7: castle" { next = "MAP08" sky1 = "SKYMNT02" music = "D_STRIKE" cluster = 1 redirect = "Sigil", "map10" } map MAP08 "AREA 8: Audience Chamber" { next = "MAP09" sky1 = "SKYMNT02" music = "D_SLIDE" cluster = 1 } map MAP09 "AREA 9: Castle: Programmer's Keep" { next = "MAP10" sky1 = "SKYMNT02" music = "D_TRIBAL" cluster = 1 // These are the sky changes for the first 8 maps specialaction = "Programmer", "ACS_Execute", 0, 1, 256 specialaction = "Programmer", "ACS_Execute", 0, 2, 256 specialaction = "Programmer", "ACS_Execute", 0, 3, 256 specialaction = "Programmer", "ACS_Execute", 0, 4, 256 specialaction = "Programmer", "ACS_Execute", 0, 5, 256 specialaction = "Programmer", "ACS_Execute", 0, 6, 256 specialaction = "Programmer", "ACS_Execute", 0, 7, 256 specialaction = "Programmer", "ACS_Execute", 0, 8, 256 // It seems that Strife was originally going to print the text // from the C1TEXT lump when you move from map 9 to map 10, but // that idea apparently got scrapped as the game developed. } map MAP10 "AREA 10: New Front Base" { next = "MAP11" sky1 = "SKYMNT01" music = "D_MARCH" cluster = 1 } map MAP11 "AREA 11: Borderlands" { next = "MAP12" sky1 = "SKYMNT01" music = "D_DANGER" cluster = 1 } map MAP12 "AREA 12: the temple of the oracle" { next = "MAP13" sky1 = "SKYMNT01" music = "D_MOOD" cluster = 1 } map MAP13 "AREA 13: Catacombs" { next = "MAP14" sky1 = "SKYMNT01" music = "D_CASTLE" cluster = 1 } map MAP14 "AREA 14: mines" { next = "MAP15" sky1 = "SKYMNT01" music = "D_DARKER" cluster = 1 } map MAP15 "AREA 15: Fortress: Administration" { next = "MAP16" sky1 = "SKYMNT01" music = "D_ACTION" cluster = 1 } map MAP16 "AREA 16: Fortress: Bishop's Tower" { next = "MAP17" sky1 = "SKYMNT01" music = "D_FIGHT" cluster = 1 } map MAP17 "AREA 17: Fortress: The Bailey" { next = "MAP18" sky1 = "SKYMNT01" music = "D_SPENSE" cluster = 1 } map MAP18 "AREA 18: Fortress: Stores" { next = "MAP19" sky1 = "SKYMNT01" music = "D_SLIDE" cluster = 1 } map MAP19 "AREA 19: Fortress: Security Complex" { next = "MAP20" sky1 = "SKYMNT01" music = "D_STRIKE" cluster = 1 } map MAP20 "AREA 20: Factory: Receiving" { next = "MAP21" sky1 = "SKYMNT01" music = "D_DARK" cluster = 1 } map MAP21 "AREA 21: Factory: Manufacturing" { next = "MAP22" sky1 = "SKYMNT01" music = "D_TECH" cluster = 1 } map MAP22 "AREA 22: Factory: Forge" { next = "MAP23" sky1 = "SKYMNT01" music = "D_SLIDE" cluster = 1 } map MAP23 "AREA 23: Order Commons" { next = "MAP24" sky1 = "SKYMNT01" music = "D_DRONE" cluster = 1 } map MAP24 "AREA 24: Factory: Conversion Chapel" { next = "MAP25" sky1 = "SKYMNT01" music = "D_PANTHR" cluster = 1 } map MAP25 "AREA 25: Catacombs: Ruined Temple" { next = "MAP26" sky1 = "SKYMNT01" music = "D_SAD" cluster = 1 } map MAP26 "AREA 26: proving grounds" { next = "MAP27" sky1 = "SKYMNT01" music = "D_INSTRY" cluster = 1 } map MAP27 "AREA 27: The Lab" { next = "MAP28" sky1 = "SKYMNT01" music = "D_TECH" cluster = 1 } map MAP28 "AREA 28: Alien Ship" { next = "MAP29" sky1 = "SKYMNT01" music = "D_ACTION" cluster = 1 } map MAP29 "AREA 29: Entity's Lair" { next = "EndGameS" sky1 = "SKYMNT01" music = "D_INSTRY" cluster = 1 deathslideshow } map MAP30 "AREA 30: Abandoned Front Base" { next = "MAP31" sky1 = "SKYMNT01" music = "D_DRONE" cluster = 1 } map MAP31 "AREA 31: Training Facility" { next = "MAP01" sky1 = "SKYMNT01" music = "D_FIGHT" cluster = 1 } map MAP32 "AREA 1: Sanctuary" { next = "MAP33" sky1 = "SKYMNT02" music = "D_MAP1" cluster = 2 } map MAP33 "AREA 2: Town" { next = "MAP34" sky1 = "SKYMNT02" music = "D_MAP2" cluster = 2 } map MAP34 "AREA 3: Movement Base" { next = "EndBuyStrife" sky1 = "SKYMNT02" music = "D_MAP3" cluster = 2 noallies } cluster 1 { hub } cluster 2 { hub exittext = "T1TEXT" music = "d_fmfast" pic = "PANEL7" exittextislump } clearepisodes episode MAP02 teaser MAP33 { name = "Quest for the Sigil" }