qzdoom/wadsrc/static/mapinfo/chex.txt
Christoph Oelckers 24a12a04b4 - added a minimum threshold for damage thrust to avoid micro-velocities being set for actors.
- fixed: Strife's Oracle is not a living thing and needs the NOBLOOD flag.
- fixed: Chex Quest's finale pic was wrong.


SVN r2143 (trunk)
2010-01-30 13:48:44 +00:00

193 lines
3.1 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 = "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 = "$MUSIC_INTER"
intermissioncounter = true
weaponslot = 1, "Bootspoon", "SuperBootspork"
weaponslot = 2, "MiniZorcher"
weaponslot = 3, "LargeZorcher", "SuperLargeZorcher"
weaponslot = 4, "RapidZorcher"
weaponslot = 5, "ZorchPropulsor"
weaponslot = 6, "PhasingZorcher"
weaponslot = 7, "LAZDevice"
dimcolor = "ff d7 00"
dimamount = 0.2
definventorymaxamount = 25
defaultrespawntime = 12
defaultdropstyle = 1
endoom = "ENDOOM"
player5start = 4001
}
skill baby
{
AutoUseHealth
AmmoFactor = 2
DamageFactor = 0.5
EasyBossBrain
SpawnFilter = Baby
PicName = "M_JKILL"
Key = "i"
}
skill easy
{
EasyBossBrain
SpawnFilter = Easy
PicName = "M_ROUGH"
Key = "h"
}
skill normal
{
SpawnFilter = Normal
PicName = "M_HURT"
Key = "h"
}
skill hard
{
SpawnFilter = Hard
PicName = "M_ULTRA"
Key = "u"
}
skill nightmare
{
AmmoFactor = 2
FastMonsters
DisableCheats
RespawnTime = 12
SpawnFilter = Nightmare
PicName = "M_NMARE"
MustConfirm = "$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"
}