gzdoom-gles/wadsrc/static/mapinfo/chex.txt
Christoph Oelckers 505031fa5a - removed gamemission variable because it wasn't used anywhere.
- removed gamemode variable. All it was used for were some checks that
  really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
  is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
  the data that is needed to decide which WADs to autoload.


SVN r1497 (trunk)
2009-03-22 11:37:56 +00:00

177 lines
2.7 KiB
Text

// MAPINFO for Chex Quest
gameinfo
{
titlepage = "TITLEPIC"
creditpage = "CREDIT", "HELP1"
titlemusic = "$MUSIC_INTRO"
titletime = 5
advisorytime = 0
pagetime = 5
chatsound = "misc/chat2"
finalemusic = "$MUSIC_VICTOR"
finaleflat = "FLOOR4_8"
finalepage = "HELP2", "VICTORY2", "ENDPIC"
infopage = "HELP1", "CREDIT"
quitsound = "menu/quit1"
borderflat = "FLOOR7_2"
border = DoomBorder
telefogheight = 0
defkickback = 100
skyflatname = "F_SKY1"
translator = "xlat/doom.txt"
defaultbloodcolor = "3f 7d 39"
defaultbloodparticlecolor = "5f af 57"
backpacktype = "ZorchPack"
statusbar = "sbarinfo/doom.txt"
intermissionmusic = "$MUSIC_INTER"
}
skill baby
{
AutoUseHealth
AmmoFactor = 2
DamageFactor = 0.5
EasyBossBrain
SpawnFilter = Baby
PicName = "M_JKILL"
Key = "i"
}
skill easy
{
EasyBossBrain
SpawnFilter = Easy
PicName = "M_ROUGH"
Key = "h"
}
skill normal
{
SpawnFilter = Normal
PicName = "M_HURT"
Key = "h"
}
skill hard
{
SpawnFilter = Hard
PicName = "M_ULTRA"
Key = "u"
}
skill nightmare
{
AmmoFactor = 2
FastMonsters
DisableCheats
RespawnTime = 12
SpawnFilter = Nightmare
PicName = "M_NMARE"
MustConfirm = "$CNIGHTMARE"
Key = "n"
}
clearepisodes
episode e1m1
{
picname = "M_EPI1"
key = "k"
}
defaultmap
{
sucktime = 1
}
map E1M1 lookup "CHUSTR_E1M1"
{
levelnum = 1
titlepatch = "WILV00"
next = "E1M2"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 30
music = "$MUSIC_E1M1"
}
map E1M2 lookup "CHUSTR_E1M2"
{
levelnum = 2
titlepatch = "WILV01"
next = "E1M3"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 75
music = "$MUSIC_E1M2"
}
map E1M3 lookup "CHUSTR_E1M3"
{
levelnum = 3
titlepatch = "WILV02"
next = "E1M4"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 120
music = "$MUSIC_E1M3"
}
map E1M4 lookup "CHUSTR_E1M4"
{
levelnum = 4
titlepatch = "WILV03"
next = "E1M5"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 90
music = "$MUSIC_E1M4"
}
map E1M5 lookup "CHUSTR_E1M5"
{
levelnum = 5
titlepatch = "WILV04"
next = "EndGame1"
secretnext = "E1M9"
sky1 = "SKY1"
cluster = 1
par = 165
music = "$MUSIC_E1M5"
}
// Clusters (correspond with same-numbered episode)
cluster 1
{
flat = "FLOOR4_8"
music = "$MUSIC_VICTOR"
exittext = lookup, "CE1TEXT"
}
cluster 2
{
flat = "SFLR6_1"
music = "$MUSIC_VICTOR"
exittext = lookup, "CE2TEXT"
}
cluster 3
{
flat = "MFLR8_4"
music = "$MUSIC_VICTOR"
exittext = lookup, "CE3TEXT"
}
cluster 4
{
flat = "MFLR8_3"
music = "$MUSIC_VICTOR"
exittext = lookup, "CE4TEXT"
}