// 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 = "CREDIT", "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" armoricons = "ARM1A0", 0.5, "ARM2A0" statusbar = "sbarinfo/doom.txt" intermissionmusic = "$MUSIC_INTER" intermissioncounter = true weaponslot = 1, "Bootspoon", "SuperBootspork" weaponslot = 2, "MiniZorcher" weaponslot = 3, "LargeZorcher", "SuperLargeZorcher" weaponslot = 4, "RapidZorcher" weaponslot = 5, "ZorchPropulsor" weaponslot = 6, "PhasingZorcher" weaponslot = 7, "LAZDevice" dimcolor = "ff d7 00" dimamount = 0.2 definventorymaxamount = 25 defaultrespawntime = 12 defaultdropstyle = 1 endoom = "ENDOOM" player5start = 4001 } skill baby { AutoUseHealth AmmoFactor = 2 DamageFactor = 0.5 EasyBossBrain SpawnFilter = Baby PicName = "M_JKILL" Name = "$CSKILL_BABY" Key = "i" } skill easy { EasyBossBrain SpawnFilter = Easy PicName = "M_ROUGH" Name = "$CSKILL_EASY" Key = "h" } skill normal { SpawnFilter = Normal PicName = "M_HURT" Name = "$CSKILL_NORMAL" Key = "h" } skill hard { SpawnFilter = Hard PicName = "M_ULTRA" Name = "$CSKILL_HARD" Key = "u" } skill nightmare { AmmoFactor = 2 FastMonsters DisableCheats RespawnTime = 12 SpawnFilter = Nightmare PicName = "M_NMARE" MustConfirm = "$CNIGHTMARE" Name = "$CSKILL_NIGHTMARE" Key = "n" } clearepisodes episode e1m1 { picname = "M_EPI1" key = "k" } defaultmap { sucktime = 1 } map E1M1 lookup "CHUSTR_E1M1" { levelnum = 1 titlepatch = "WILV00" next = "E1M2" secretnext = "E1M9" sky1 = "SKY1" cluster = 1 par = 30 music = "$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" }