// MAPINFO for Strife (full version and teaser) include "mapinfo/common.txt" 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" armoricons = "I_ARM2", 0.5, "I_ARM1" 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 bluramount = 0.5 definventorymaxamount = 25 defaultrespawntime = 16 defaultdropstyle = 2 endoom = "ENDSTRF" pickupcolor = "d7 ba 45" quitmessages = "$QUITMSG", "$QUITMSG15", "$QUITMSG16", "$QUITMSG17", "$QUITMSG18", "$QUITMSG19", "$QUITMSG20", "$QUITMSG21", "$QUITMSG22" menufontcolor_title = "UNTRANSLATED" menufontcolor_label = "UNTRANSLATED" menufontcolor_value = "GRAY" menufontcolor_action = "GRAY" menufontcolor_header = "RED" menufontcolor_highlight = "GREEN" menufontcolor_selection = "GOLD" menubackbutton = "M_BACK_S" PlayerClasses = "StrifePlayer" pausesign = "M_PAUSE" gibfactor = 0.5 cursorpic = "strfcurs" textscreenx = 10 textscreeny = 10 defaultendsequence = "Inter_Strife" maparrow = "maparrows/arrow.txt", "maparrows/ddtarrow.txt" statscreen_mapnamefont = "BigFont" statscreen_finishedfont = "BigFont", "white" statscreen_enteringfont = "BigFont", "white" statscreen_coop = "CoopStatusScreen" statscreen_dm = "DeathmatchStatusScreen" statscreen_single = "RavenStatusScreen" statusbarclass = "StrifeStatusBar" messageboxclass = "MessageBoxMenu" } DoomEdNums { 5 = "$Player5Start" 6 = "$Player6Start" 7 = "$Player7Start" 8 = "$Player8Start" 9 = Rebel1 10 = TeleporterBeacon 12 = Loremaster 13 = IDCard 15 = DeadStrifePlayer 16 = Inquisitor 17 = EnergyPack 18 = DeadPeasant 19 = DeadRebel 20 = DeadReaver 21 = DeadAcolyte 22 = DeadCrusader 23 = TeleportSwirl 24 = KlaxonWarningLight 25 = ForceFieldGuard 26 = EntityNest 27 = CeilingTurret 28 = CageLight 29 = Rubble1 30 = Rubble2 31 = Rubble3 32 = Rubble4 33 = TreeStub 34 = Candle 35 = StrifeCandelabra 36 = Rubble5 37 = Rubble6 38 = SilverKey 39 = BrassKey 40 = GoldKey 41 = Rubble7 42 = Rubble8 43 = OutsideLamp 44 = StatueRuined 45 = Piston 46 = PoleLantern 47 = LargeTorch 48 = PillarTechno 50 = HugeTorch 51 = PalmTree 52 = OfficersUniform 53 = WaterDrip 54 = PillarAztec 55 = PillarAztecDamaged 56 = PillarAztecRuined 57 = PillarHugeTech 58 = AcolyteShadow 59 = DegninOre 60 = ShortBush 61 = OracleKey 62 = TallBush 63 = ChimneyStack 64 = Macil1 65 = Peasant4 66 = Peasant7 67 = Peasant10 68 = Tray 69 = BarricadeColumn 70 = StrifeBurningBarrel 71 = Programmer 72 = BarKeep 73 = Armorer 74 = Medic 75 = AlienSpectre2 76 = AlienSpectre3 77 = Sigil1 78 = Sigil2 79 = Sigil3 80 = Sigil4 81 = Sigil5 82 = WoodenBarrel 83 = SurgeryKit 85 = RatBuddy 86 = OrderKey 90 = GuardUniform 91 = SeveredHand 92 = PowerCrystal 93 = Coin 94 = ExplosiveBarrel2 95 = LightSilverFluorescent 96 = LightBrownFluorescent 97 = LightGoldFluorescent 98 = SStalactiteBig 99 = SRock1 100 = SRock2 101 = SRock3 102 = SRock4 103 = WaterDropOnFloor 104 = WaterfallSplash 105 = BurningBowl 106 = BurningBrazier 107 = SmallTorchLit 108 = SmallTorchUnlit 109 = CeilingChain 110 = Statue 111 = MediumTorch 112 = WaterFountain 113 = HeartsInTank 114 = ElectricBolts 115 = PoisonBolts 116 = WeaponSmith 117 = SurgeryCrab 118 = "$Player1Start", 1 119 = "$Player1Start", 2 120 = "$Player1Start", 3 121 = "$Player1Start", 4 122 = "$Player1Start", 5 123 = "$Player1Start", 6 124 = "$Player1Start", 7 125 = "$Player1Start", 8 126 = "$Player1Start", 9 127 = "$Player1Start", 10 128 = EntityBoss 129 = AlienSpectre1 130 = Peasant2 131 = Peasant3 132 = Peasant5 133 = Peasant6 134 = Peasant8 135 = Peasant9 136 = Peasant11 137 = Peasant12 138 = Gold10 139 = Gold25 140 = Gold50 141 = Beggar1 142 = AcolyteRed 143 = AcolyteRust 144 = Rebel2 145 = Rebel3 146 = AcolyteGray 147 = AcolyteDGreen 148 = AcolyteGold 149 = Rebel4 150 = Rebel5 151 = Rebel6 152 = HEGrenadeRounds 153 = PhosphorusGrenadeRounds 154 = StrifeGrenadeLauncher 155 = Beggar2 156 = Beggar3 157 = Beggar4 158 = Beggar5 159 = CavePillarTop 160 = SStalagmiteBig 161 = SStalactiteSmall 162 = CavePillarBottom 163 = SStalagmiteSmall 164 = Mug 165 = Pot 166 = WarehouseKey 167 = AlienSpectre4 168 = AlienSpectre5 169 = Zombie 170 = ZombieSpawner 172 = Peasant13 173 = Peasant14 174 = Peasant15 175 = Peasant16 176 = Peasant17 177 = Peasant18 178 = Peasant19 179 = Peasant20 180 = Peasant21 181 = Peasant22 182 = Computer 183 = AmmoSatchel 184 = IDBadge 185 = Passcard 186 = Stalker 187 = StrifeBishop 188 = Pitcher 189 = Stool 190 = MetalPot 191 = Tub 192 = RedCrystalKey 193 = BlueCrystalKey 194 = Anvil 195 = ChapelKey 196 = TechLampSilver 197 = TechLampBrass 198 = EntityPod 199 = Oracle 200 = Macil2 201 = AcolyteToBe 202 = BigTree2 203 = PottedTree 204 = KneelingGuy 205 = OfferingChalice 206 = Communicator 207 = Targeter 208 = TargetPractice 209 = Tank1 210 = Tank2 211 = Tank3 212 = SacrificedGuy 213 = Tank4 214 = Tank5 215 = StickInWater 216 = SigilBanner 217 = RebelBoots 218 = RebelHelmet 219 = RebelShirt 220 = PowerCoupling 221 = AlienBubbleColumn 222 = AlienFloorBubble 223 = AlienCeilingBubble 224 = AlienAspClimber 225 = AlienSpiderLight 226 = BrokenPowerCoupling 227 = PillarAlienPower 228 = AmmoFiller 229 = Tank6 230 = BaseKey 231 = AcolyteBlue 232 = AcolyteLGreen 233 = MaulerKey 234 = FactoryKey 235 = MineKey 236 = CoreKey 2001 = StrifeCrossbow 2002 = AssaultGun 2003 = MiniMissileLauncher 2004 = Mauler 2005 = FlameThrower 2006 = AssaultGunStanding 2007 = ClipOfBullets 2010 = MiniMissiles 2011 = MedPatch 2012 = MedicalKit 2014 = WaterBottle 2018 = LeatherArmor 2019 = MetalArmor 2024 = ShadowArmor 2025 = EnvironmentalSuit 2026 = StrifeMap 2027 = Scanner 2028 = LightGlobe 2046 = CrateOfMissiles 2047 = EnergyPod 2048 = BoxOfBullets 3001 = Reaver 3002 = AcolyteTan 3003 = Templar 3004 = Peasant1 3005 = Crusader 3006 = Sentinel 5080 = none // CTC stuff 5081 = none 5130 = SVEFlagSpotBlue 5131 = SVEFlagSpotRed 7957 = none // AltLight for lightmapped geometry. 7958 = SVELight7958, noskillflags 7959 = SVELight7959, noskillflags 7960 = SVELight7960, noskillflags 7961 = SVELight7961, noskillflags 7962 = SVELight7962, noskillflags 7963 = none 7964 = SVELight7964, noskillflags 7965 = SVELight7965, noskillflags 7966 = SVETalismanRed 7967 = SVETalismanGreen 7968 = SVETalismanBlue 7969 = none // Bloom threshold. 7970 = SVEBlueChalice 7971 = SVELight7971, noskillflags 7972 = SVELight7972, noskillflags 7973 = SVELight7973, noskillflags 7974 = SVELight7974, noskillflags 7975 = SVEOreSpawner } SpawnNums { 11 = ClipOfBullets 68 = LeatherArmor 69 = MetalArmor 75 = EnergyPod 135 = ShadowArmor 136 = EnvironmentalSuit 137 = StrifeMap 139 = BoxOfBullets 140 = MiniMissiles 141 = CrateOfMissiles 142 = EnergyPack 144 = AmmoSatchel } Intermission Inter_Strife_Good { Image { Music = "D_HAPPY" Background = "SS4F1" Sound = "svox/rie01" Time = 13 } Image { Background = "SS4F2" Sound = "svox/bbx01" Time = 11 } Image { Background = "SS4F3" Sound = "svox/bbx02" Time = 14 } Image { Background = "SS4F4" Time = 28 } Wiper { WipeType = Crossfade } Image { Music = "D_FAST" Background = "CREDIT" } } Intermission Inter_Strife_Sad { Image { Music = "D_SAD" Background = "SS6F1" Sound = "svox/ss601a" Time = 8 } Image { Background = "SS6F2" Sound = "svox/ss602a" Time = 8 } Image { Background = "SS6F3" Sound = "svox/ss603a" Time = 9 } Wiper { WipeType = Crossfade } Image { Music = "D_FAST" Background = "CREDIT" } } Intermission Inter_Strife_Lose { Image { Music = "D_SAD" Background = "SS5F1" Sound = "svox/ss501b" Time = 11 } Image { Background = "SS5F2" Sound = "svox/ss502b" Time = 10 } Image { Background = "SS5F3" Sound = "svox/ss503b" Time = 11 } Wiper { WipeType = Crossfade } Image { Music = "D_FAST" Background = "CREDIT" } } /* later Intermission Inter_Strife_Intro { } */ Intermission Inter_Strife_MAP03 { Image { Music = "D_DARK" Background = "SS2F1" Sound = "svox/mac10" Time = 9 } Image { Background = "SS2F2" Sound = "svox/mac11" Time = 10 } Image { Background = "SS2F3" Sound = "svox/mac12" Time = 12 } Image { Background = "SS2F4" Sound = "svox/mac13" Time = 17 } } Intermission Inter_Strife_MAP10 { Image { Music = "D_DARK" Background = "SS3F1" Sound = "svox/mac16" Time = 10 } Image { Background = "SS3F2" Sound = "svox/mac17" Time = 12 } Image { Background = "SS3F3" Sound = "svox/mac18" Time = 12 } Image { Background = "SS3F4" Sound = "svox/mac19" Time = 11 } } skill baby { AutoUseHealth AmmoFactor = 2 DamageFactor = 0.5 EasyBossBrain SlowMonsters SpawnFilter = Baby PicName = "M_JKILL" Name = "$SSKILL_BABY" Key = "t" } skill easy { SpawnFilter = Easy PicName = "M_ROUGH" Name = "$SSKILL_EASY" Key = "r" } skill normal { SpawnFilter = Normal PicName = "M_HURT" Name = "$SSKILL_NORMAL" Key = "v" DefaultSkill } skill hard { SpawnFilter = Hard PicName = "M_ULTRA" Name = "$SSKILL_HARD" Key = "e" } skill nightmare { AmmoFactor = 2 FastMonsters DisableCheats RespawnTime = 16 SpawnFilter = Nightmare PicName = "M_NMARE" Name = "$SSKILL_NIGHTMARE" 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" slideshow = "Inter_Strife_MAP03" } 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 slideshow = "Inter_Strife_MAP10" } 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 deathsequence = "Inter_Strife_Lose" } 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 } map MAP35 "AREA 35: Factory: Production" { next = "MAP01" sky1 = "SKYMNT01" music = "D_TRIBAL" cluster = 1 } map MAP36 "AREA 36: Castle Clash" { next = "MAP37" sky1 = "SKYMNT01" music = "D_MARCH" cluster = 3 } map MAP37 "AREA 37: Killing Grounds" { next = "MAP38" sky1 = "SKYMNT01" music = "D_STRIKE" cluster = 3 } map MAP38 "AREA 38: Ordered Chaos" { next = "MAP36" sky1 = "SKYMNT01" music = "D_TRIBAL" cluster = 3 } cluster 1 { hub } cluster 2 { hub exittext = "T1TEXT" music = "d_fmfast" pic = "PANEL7" exittextislump } clearepisodes episode MAP02 teaser MAP33 { name = "Quest for the Sigil" }