include "mapinfo/conversationids.txt" Gameinfo { CheatKey = "maparrows/key.txt" EasyKey = "maparrows/ravenkey.txt" } DoomEdNums { 0 = Unknown 1 = "$Player1Start" 2 = "$Player2Start" 3 = "$Player3Start" 4 = "$Player4Start" 11 = "$DeathmatchStart" 14 = TeleportDest 118 = ZBridge 888 = MBFHelperDog 1400 = "$SSeqOverride", 0 1401 = "$SSeqOverride", 1 1402 = "$SSeqOverride", 2 1403 = "$SSeqOverride", 3 1404 = "$SSeqOverride", 4 1405 = "$SSeqOverride", 5 1406 = "$SSeqOverride", 6 1407 = "$SSeqOverride", 7 1408 = "$SSeqOverride", 8 1409 = "$SSeqOverride", 9 1411 = "$SSeqOverride" 1500 = "$VavoomFloor" 1501 = "$VavoomCeiling" 1502 = VavoomLightWhite 1503 = VavoomLightColor 1504 = "$VertexFloorZ" 1505 = "$VertexCeilingZ" 5001 = PointPusher 5002 = PointPuller 5004 = FS_Mapspot 5006 = SkyCamCompat 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 9300 = "$PolyAnchor" 9301 = "$PolySpawn" 9302 = "$PolySpawnCrush" 9303 = "$PolySpawnHurt" 9500 = "$SlopeFloorPointLine" 9501 = "$SlopeCeilingPointLine" 9502 = "$SetFloorSlope" 9503 = "$SetCeilingSlope" 9510 = "$CopyFloorPlane" 9511 = "$CopyCeilingPlane" 9600 = SecActDamageFloor 9601 = SecActDamageCeiling 9602 = SecActDeathFloor 9603 = SecActDeathCeiling 9604 = SecActDamage3D 9605 = SecActDeath3D 9800 = PointLight 9801 = PointLightPulse 9802 = PointLightFlicker 9803 = SectorPointLight 9804 = PointLightFlickerRandom 9810 = PointLightAdditive 9811 = PointLightPulseAdditive 9812 = PointLightFlickerAdditive 9813 = SectorPointLightAdditive 9814 = PointLightFlickerRandomAdditive 9820 = PointLightSubtractive 9821 = PointLightPulseSubtractive 9822 = PointLightFlickerSubtractive 9823 = SectorPointLightSubtractive 9824 = PointLightFlickerRandomSubtractive 9825 = VavoomLight 9830 = PointLightAttenuated 9831 = PointLightPulseAttenuated 9832 = PointLightFlickerAttenuated 9833 = SectorPointLightAttenuated 9834 = PointLightFlickerRandomAttenuated 9840 = SpotLight 9841 = SpotLightPulse 9842 = SpotLightFlicker 9843 = SectorSpotLight 9844 = SpotLightFlickerRandom 9850 = SpotLightAdditive 9851 = SpotLightPulseAdditive 9852 = SpotLightFlickerAdditive 9853 = SectorSpotLightAdditive 9854 = SpotLightFlickerRandomAdditive 9860 = SpotLightSubtractive 9861 = SpotLightPulseSubtractive 9862 = SpotLightFlickerSubtractive 9863 = SectorSpotLightSubtractive 9864 = SpotLightFlickerRandomSubtractive 9870 = SpotLightAttenuated 9871 = SpotLightPulseAttenuated 9872 = SpotLightFlickerAttenuated 9873 = SectorSpotLightAttenuated 9874 = SpotLightFlickerRandomAttenuated 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 14001 = AmbientSound, 1, + 14002 = AmbientSound, 2, + 14003 = AmbientSound, 3, + 14004 = AmbientSound, 4, + 14005 = AmbientSound, 5, + 14006 = AmbientSound, 6, + 14007 = AmbientSound, 7, + 14008 = AmbientSound, 8, + 14009 = AmbientSound, 9, + 14010 = AmbientSound, 10, + 14011 = AmbientSound, 11, + 14012 = AmbientSound, 12, + 14013 = AmbientSound, 13, + 14014 = AmbientSound, 14, + 14015 = AmbientSound, 15, + 14016 = AmbientSound, 16, + 14017 = AmbientSound, 17, + 14018 = AmbientSound, 18, + 14019 = AmbientSound, 19, + 14020 = AmbientSound, 20, + 14021 = AmbientSound, 21, + 14022 = AmbientSound, 22, + 14023 = AmbientSound, 23, + 14024 = AmbientSound, 24, + 14025 = AmbientSound, 25, + 14026 = AmbientSound, 26, + 14027 = AmbientSound, 27, + 14028 = AmbientSound, 28, + 14029 = AmbientSound, 29, + 14030 = AmbientSound, 30, + 14031 = AmbientSound, 31, + 14032 = AmbientSound, 32, + 14033 = AmbientSound, 33, + 14034 = AmbientSound, 34, + 14035 = AmbientSound, 35, + 14036 = AmbientSound, 36, + 14037 = AmbientSound, 37, + 14038 = AmbientSound, 38, + 14039 = AmbientSound, 39, + 14040 = AmbientSound, 40, + 14041 = AmbientSound, 41, + 14042 = AmbientSound, 42, + 14043 = AmbientSound, 43, + 14044 = AmbientSound, 44, + 14045 = AmbientSound, 45, + 14046 = AmbientSound, 46, + 14047 = AmbientSound, 47, + 14048 = AmbientSound, 48, + 14049 = AmbientSound, 49, + 14050 = AmbientSound, 50, + 14051 = AmbientSound, 51, + 14052 = AmbientSound, 52, + 14053 = AmbientSound, 53, + 14054 = AmbientSound, 54, + 14055 = AmbientSound, 55, + 14056 = AmbientSound, 56, + 14057 = AmbientSound, 57, + 14058 = AmbientSound, 58, + 14059 = AmbientSound, 59, + 14060 = AmbientSound, 60, + 14061 = AmbientSound, 61, + 14062 = AmbientSound, 62, + 14063 = AmbientSound, 63, + 14064 = AmbientSound, 64, + 14065 = AmbientSound 14066 = SoundSequence 14067 = AmbientSoundNoGravity 14101 = MusicChanger, 1 14102 = MusicChanger, 2 14103 = MusicChanger, 3 14104 = MusicChanger, 4 14105 = MusicChanger, 5 14106 = MusicChanger, 6 14107 = MusicChanger, 7 14108 = MusicChanger, 8 14109 = MusicChanger, 9 14110 = MusicChanger, 10 14111 = MusicChanger, 11 14112 = MusicChanger, 12 14113 = MusicChanger, 13 14114 = MusicChanger, 14 14115 = MusicChanger, 15 14116 = MusicChanger, 16 14117 = MusicChanger, 17 14118 = MusicChanger, 18 14119 = MusicChanger, 19 14120 = MusicChanger, 20 14121 = MusicChanger, 21 14122 = MusicChanger, 22 14123 = MusicChanger, 23 14124 = MusicChanger, 24 14125 = MusicChanger, 25 14126 = MusicChanger, 26 14127 = MusicChanger, 27 14128 = MusicChanger, 28 14129 = MusicChanger, 29 14130 = MusicChanger, 30 14131 = MusicChanger, 31 14132 = MusicChanger, 32 14133 = MusicChanger, 33 14134 = MusicChanger, 34 14135 = MusicChanger, 35 14136 = MusicChanger, 36 14137 = MusicChanger, 37 14138 = MusicChanger, 38 14139 = MusicChanger, 39 14140 = MusicChanger, 40 14141 = MusicChanger, 41 14142 = MusicChanger, 42 14143 = MusicChanger, 43 14144 = MusicChanger, 44 14145 = MusicChanger, 45 14146 = MusicChanger, 46 14147 = MusicChanger, 47 14148 = MusicChanger, 48 14149 = MusicChanger, 49 14150 = MusicChanger, 50 14151 = MusicChanger, 51 14152 = MusicChanger, 52 14153 = MusicChanger, 53 14154 = MusicChanger, 54 14155 = MusicChanger, 55 14156 = MusicChanger, 56 14157 = MusicChanger, 57 14158 = MusicChanger, 58 14159 = MusicChanger, 59 14160 = MusicChanger, 60 14161 = MusicChanger, 61 14162 = MusicChanger, 62 14163 = MusicChanger, 63 14164 = MusicChanger, 64 14165 = MusicChanger 32000 = DoomBuilderCamera } SpawnNums { 41 = Rock1 42 = Rock2 43 = Rock3 44 = Dirt1 45 = Dirt2 46 = Dirt3 47 = Dirt4 48 = Dirt5 49 = Dirt6 54 = SGShard1 55 = SGShard2 56 = SGShard3 57 = SGShard4 58 = SGShard5 59 = SGShard6 60 = SGShard7 61 = SGShard8 62 = SGShard9 63 = SGShard0 130 = Blood } 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 } } DamageType Drowning { NoArmor }