mirror of
https://github.com/ZDoom/qzdoom.git
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f94c9ce81d
The editor number for player start spot 5 is now stored in the game info so that there's only one place where this check needs to be done. - Fixed: WIF_NOAUTOAIM only worked for projectiles unlike Skulltag's original implementation. SVN r1997 (trunk)
193 lines
3.1 KiB
Text
193 lines
3.1 KiB
Text
// MAPINFO for Chex Quest
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gameinfo
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{
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titlepage = "TITLEPIC"
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creditpage = "CREDIT", "HELP1"
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titlemusic = "$MUSIC_INTRO"
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titletime = 5
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advisorytime = 0
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pagetime = 5
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chatsound = "misc/chat2"
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finalemusic = "$MUSIC_VICTOR"
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finaleflat = "FLOOR4_8"
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finalepage = "HELP2", "VICTORY2", "ENDPIC"
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infopage = "HELP1", "CREDIT"
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quitsound = "menu/quit1"
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borderflat = "FLOOR7_2"
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border = DoomBorder
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telefogheight = 0
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defkickback = 100
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skyflatname = "F_SKY1"
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translator = "xlat/doom.txt"
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defaultbloodcolor = "3f 7d 39"
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defaultbloodparticlecolor = "5f af 57"
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backpacktype = "ZorchPack"
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armoricons = "ARM1A0", 0.5, "ARM2A0"
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statusbar = "sbarinfo/doom.txt"
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intermissionmusic = "$MUSIC_INTER"
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intermissioncounter = true
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weaponslot = 1, "Bootspoon", "SuperBootspork"
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weaponslot = 2, "MiniZorcher"
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weaponslot = 3, "LargeZorcher", "SuperLargeZorcher"
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weaponslot = 4, "RapidZorcher"
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weaponslot = 5, "ZorchPropulsor"
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weaponslot = 6, "PhasingZorcher"
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weaponslot = 7, "LAZDevice"
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dimcolor = "ff d7 00"
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dimamount = 0.2
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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endoom = "ENDOOM"
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player5start = 4001
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}
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skill baby
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{
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AutoUseHealth
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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 = "i"
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}
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skill easy
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{
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EasyBossBrain
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SpawnFilter = Easy
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PicName = "M_ROUGH"
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Key = "h"
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}
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skill normal
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{
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SpawnFilter = Normal
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PicName = "M_HURT"
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Key = "h"
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}
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skill hard
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{
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SpawnFilter = Hard
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PicName = "M_ULTRA"
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Key = "u"
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}
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skill nightmare
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{
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AmmoFactor = 2
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FastMonsters
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DisableCheats
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RespawnTime = 12
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SpawnFilter = Nightmare
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PicName = "M_NMARE"
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MustConfirm = "$CNIGHTMARE"
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Key = "n"
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}
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clearepisodes
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episode e1m1
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{
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picname = "M_EPI1"
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key = "k"
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}
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defaultmap
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{
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sucktime = 1
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}
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map E1M1 lookup "CHUSTR_E1M1"
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{
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levelnum = 1
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titlepatch = "WILV00"
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next = "E1M2"
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secretnext = "E1M9"
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sky1 = "SKY1"
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cluster = 1
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par = 30
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music = "$MUSIC_E1M1"
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}
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map E1M2 lookup "CHUSTR_E1M2"
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{
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levelnum = 2
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titlepatch = "WILV01"
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next = "E1M3"
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secretnext = "E1M9"
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sky1 = "SKY1"
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cluster = 1
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par = 75
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music = "$MUSIC_E1M2"
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}
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map E1M3 lookup "CHUSTR_E1M3"
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{
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levelnum = 3
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titlepatch = "WILV02"
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next = "E1M4"
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secretnext = "E1M9"
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sky1 = "SKY1"
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cluster = 1
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par = 120
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music = "$MUSIC_E1M3"
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}
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map E1M4 lookup "CHUSTR_E1M4"
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{
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levelnum = 4
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titlepatch = "WILV03"
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next = "E1M5"
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secretnext = "E1M9"
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sky1 = "SKY1"
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cluster = 1
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par = 90
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music = "$MUSIC_E1M4"
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}
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map E1M5 lookup "CHUSTR_E1M5"
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{
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levelnum = 5
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titlepatch = "WILV04"
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next = "EndGame1"
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secretnext = "E1M9"
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sky1 = "SKY1"
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cluster = 1
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par = 165
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music = "$MUSIC_E1M5"
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}
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// Clusters (correspond with same-numbered episode)
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cluster 1
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{
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flat = "FLOOR4_8"
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music = "$MUSIC_VICTOR"
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exittext = lookup, "CE1TEXT"
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}
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cluster 2
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{
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flat = "SFLR6_1"
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music = "$MUSIC_VICTOR"
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exittext = lookup, "CE2TEXT"
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}
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cluster 3
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{
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flat = "MFLR8_4"
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music = "$MUSIC_VICTOR"
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exittext = lookup, "CE3TEXT"
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}
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cluster 4
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{
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flat = "MFLR8_3"
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music = "$MUSIC_VICTOR"
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exittext = lookup, "CE4TEXT"
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}
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