qzdoom/wadsrc/static/mapinfo/strife.txt
Christoph Oelckers 78fb48302c - fixed: Any player class inheriting directly from PlayerPawn was left with
empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.


SVN r1521 (trunk)
2009-04-04 17:46:33 +00:00

400 lines
6.4 KiB
Text

// 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"
}