mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-06 21:12:12 +00:00
6c21616c85
of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. SVN r964 (trunk)
278 lines
4.6 KiB
Text
278 lines
4.6 KiB
Text
// MAPINFO for Strife (full version and teaser)
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skill baby
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AmmoFactor 2
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DamageFactor 0.5
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EasyBossBrain
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SpawnFilter "Baby"
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PicName "M_JKILL"
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Key t
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skill easy
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SpawnFilter "Easy"
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PicName "M_ROUGH"
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Key r
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skill normal
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SpawnFilter "Normal"
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PicName "M_HURT"
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Key v
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skill hard
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SpawnFilter "Hard"
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PicName "M_ULTRA"
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Key e
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skill nightmare
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AmmoFactor 2
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FastMonsters
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DisableCheats
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RespawnTime 16
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SpawnFilter "Nightmare"
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PicName "M_NMARE"
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Key b
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defaultmap
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forcenoskystretch
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strifefallingdamage
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nointermission
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clipmidtextures
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noinfighting
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map MAP01 "AREA 1: sanctuary"
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next MAP02
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sky1 SKYMNT02 0
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music D_ACTION
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cluster 1
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map MAP02 "AREA 2: town"
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next MAP03
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sky1 SKYMNT02 0
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music D_TAVERN
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cluster 1
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map MAP03 "AREA 3: front base"
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next MAP04
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sky1 SKYMNT02 0
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music D_DANGER
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cluster 1
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noallies
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redirect Sigil map30
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map MAP04 "AREA 4: power station"
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next MAP05
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sky1 SKYMNT02 0
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music D_FAST
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cluster 1
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map MAP05 "AREA 5: prison"
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next MAP06
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sky1 SKYMNT02 0
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music D_INTRO
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cluster 1
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map MAP06 "AREA 6: sewers"
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next MAP07
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sky1 SKYMNT02 0
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music D_DARKER
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cluster 1
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map MAP07 "AREA 7: castle"
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next MAP08
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sky1 SKYMNT02 0
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music D_STRIKE
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cluster 1
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redirect Sigil map10
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map MAP08 "AREA 8: Audience Chamber"
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next MAP09
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sky1 SKYMNT02 0
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music D_SLIDE
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cluster 1
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map MAP09 "AREA 9: Castle: Programmer's Keep"
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next MAP10
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sky1 SKYMNT02 0
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music D_TRIBAL
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cluster 1
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// These are the sky changes for the first 8 maps
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specialaction "Programmer", ACS_Execute, 0, 1, 256
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specialaction "Programmer", ACS_Execute, 0, 2, 256
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specialaction "Programmer", ACS_Execute, 0, 3, 256
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specialaction "Programmer", ACS_Execute, 0, 4, 256
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specialaction "Programmer", ACS_Execute, 0, 5, 256
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specialaction "Programmer", ACS_Execute, 0, 6, 256
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specialaction "Programmer", ACS_Execute, 0, 7, 256
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specialaction "Programmer", ACS_Execute, 0, 8, 256
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// It seems that Strife was originally going to print the text
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// from the C1TEXT lump when you move from map 9 to map 10, but
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// that idea apparently got scrapped as the game developed.
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map MAP10 "AREA 10: New Front Base"
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next MAP11
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sky1 SKYMNT01 0
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music D_MARCH
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cluster 1
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map MAP11 "AREA 11: Borderlands"
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next MAP12
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sky1 SKYMNT01 0
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music D_DANGER
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cluster 1
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map MAP12 "AREA 12: the temple of the oracle"
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next MAP13
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sky1 SKYMNT01 0
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music D_MOOD
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cluster 1
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map MAP13 "AREA 13: Catacombs"
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next MAP14
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sky1 SKYMNT01 0
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music D_CASTLE
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cluster 1
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map MAP14 "AREA 14: mines"
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next MAP15
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sky1 SKYMNT01 0
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music D_DARKER
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cluster 1
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map MAP15 "AREA 15: Fortress: Administration"
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next MAP16
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sky1 SKYMNT01 0
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music D_ACTION
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cluster 1
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map MAP16 "AREA 16: Fortress: Bishop's Tower"
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next MAP17
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sky1 SKYMNT01 0
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music D_FIGHT
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cluster 1
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map MAP17 "AREA 17: Fortress: The Bailey"
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next MAP18
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sky1 SKYMNT01 0
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music D_SPENSE
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cluster 1
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map MAP18 "AREA 18: Fortress: Stores"
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next MAP19
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sky1 SKYMNT01 0
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music D_SLIDE
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cluster 1
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map MAP19 "AREA 19: Fortress: Security Complex"
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next MAP20
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sky1 SKYMNT01 0
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music D_STRIKE
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cluster 1
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map MAP20 "AREA 20: Factory: Receiving"
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next MAP21
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sky1 SKYMNT01 0
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music D_DARK
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cluster 1
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map MAP21 "AREA 21: Factory: Manufacturing"
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next MAP22
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sky1 SKYMNT01 0
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music D_TECH
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cluster 1
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map MAP22 "AREA 22: Factory: Forge"
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next MAP23
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sky1 SKYMNT01 0
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music D_SLIDE
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cluster 1
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map MAP23 "AREA 23: Order Commons"
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next MAP24
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sky1 SKYMNT01 0
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music D_DRONE
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cluster 1
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map MAP24 "AREA 24: Factory: Conversion Chapel"
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next MAP25
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sky1 SKYMNT01 0
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music D_PANTHR
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cluster 1
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map MAP25 "AREA 25: Catacombs: Ruined Temple"
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next MAP26
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sky1 SKYMNT01 0
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music D_SAD
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cluster 1
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map MAP26 "AREA 26: proving grounds"
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next MAP27
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sky1 SKYMNT01 0
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music D_INSTRY
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cluster 1
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map MAP27 "AREA 27: The Lab"
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next MAP28
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sky1 SKYMNT01 0
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music D_TECH
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cluster 1
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map MAP28 "AREA 28: Alien Ship"
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next MAP29
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sky1 SKYMNT01 0
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music D_ACTION
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cluster 1
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map MAP29 "AREA 29: Entity's Lair"
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next EndGameS
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sky1 SKYMNT01 0
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music D_INSTRY
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cluster 1
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deathslideshow
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map MAP30 "AREA 30: Abandoned Front Base"
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next MAP31
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sky1 SKYMNT01 0
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music D_DRONE
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cluster 1
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map MAP31 "AREA 31: Training Facility"
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next MAP01
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sky1 SKYMNT01 0
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music D_FIGHT
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cluster 1
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map MAP32 "AREA 1: Sanctuary"
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next MAP33
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sky1 SKYMNT02 0
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music D_MAP1
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cluster 2
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map MAP33 "AREA 2: Town"
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next MAP34
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sky1 SKYMNT02 0
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music D_MAP2
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cluster 2
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map MAP34 "AREA 3: Movement Base"
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next EndBuyStrife
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sky1 SKYMNT02 0
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music D_MAP3
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cluster 2
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noallies
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clusterdef 1
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hub
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clusterdef 2
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hub
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exittext T1TEXT
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music d_fmfast
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pic PANEL7
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exittextislump
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clearepisodes
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episode MAP02 teaser MAP33
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name "Quest for the Sigil"
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