qzdoom/wadsrc/static/mapinfo/strife.txt

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// 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"
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"
}
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"
}
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"
}