Use UMAPINFOs by elf-alchemist

This commit is contained in:
Georgy Samoilov 2024-09-21 01:50:40 +05:00
parent 43f0732120
commit 3e8b453bb1
3 changed files with 930 additions and 438 deletions

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@ -1,299 +1,361 @@
// UMAPINFO lump for FreeDM.
// SPDX-License-Identifier: BSD-3-Clause
// UMAPINFO definitions for FreeDM
// Original UMAPINFO template by Devalaous
map MAP01
{
levelpic = "CWILV00"
levelname = "Tech Test"
next = "MAP02"
skytexture = "SKY1"
music = "D_RUNNIN"
LevelName = "Tech Test"
Label = "DM01"
LevelPic = "CWILV00"
Next = "MAP02"
Music = "D_RUNNIN"
SkyTexture = "SKY1"
ParTime = 0
Episode = clear
Episode = "M_EPI1", "FreeDM", "1"
}
map MAP02
{
levelpic = "CWILV01"
levelname = "Natural Station"
next = "MAP03"
skytexture = "SKY1"
music = "D_STALKS"
LevelName = "Natural Station"
Label = "DM02"
LevelPic = "CWILV01"
Next = "MAP03"
Music = "D_STALKS"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP03
{
levelpic = "CWILV02"
levelname = "Issues of Claveria"
next = "MAP04"
skytexture = "SKY1"
music = "D_COUNTD"
LevelName = "Issues of Claveria"
Label = "DM03"
LevelPic = "CWILV02"
Next = "MAP04"
Music = "D_COUNTD"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP04
{
levelpic = "CWILV03"
levelname = "Steel"
next = "MAP05"
skytexture = "SKY1"
music = "D_BETWEE"
LevelName = "Steel"
Label = "DM04"
LevelPic = "CWILV03"
Next = "MAP05"
Music = "D_BETWEE"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP05
{
levelpic = "CWILV04"
levelname = "Dense Fields"
next = "MAP06"
skytexture = "SKY1"
music = "D_DOOM"
LevelName = "Dense Fields"
Label = "DM05"
LevelPic = "CWILV04"
Next = "MAP06"
Music = "D_DOOM"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP06
{
levelpic = "CWILV05"
levelname = "Temple of Ammon"
next = "MAP07"
skytexture = "SKY1"
music = "D_THE_DA"
intertext = clear
LevelName = "Temple of Ammon"
Label = "DM06"
LevelPic = "CWILV05"
Next = "MAP07"
Music = "D_THE_DA"
SkyTexture = "SKY1"
InterText = clear
ParTime = 0
}
map MAP07
{
levelpic = "CWILV06"
levelname = "Main Stronghold"
next = "MAP08"
skytexture = "SKY1"
music = "D_SHAWN"
LevelName = "Main Stronghold"
Label = "DM07"
LevelPic = "CWILV06"
Next = "MAP08"
Music = "D_SHAWN"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP08
{
levelpic = "CWILV07"
levelname = "Artifact Base"
next = "MAP09"
skytexture = "SKY1"
music = "D_DDTBLU"
LevelName = "Artifact Base"
Label = "DM08"
LevelPic = "CWILV07"
Next = "MAP09"
Music = "D_DDTBLU"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP09
{
levelpic = "CWILV08"
levelname = "Industrial Outland"
next = "MAP10"
skytexture = "SKY1"
music = "D_IN_CIT"
LevelName = "Industrial Outland"
Label = "DM09"
LevelPic = "CWILV08"
Next = "MAP10"
Music = "D_IN_CIT"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP10
{
levelpic = "CWILV09"
levelname = "Detached Grounds"
next = "MAP11"
skytexture = "SKY1"
music = "D_DEAD"
LevelName = "Detached Grounds"
Label = "DM10"
LevelPic = "CWILV09"
Next = "MAP11"
Music = "D_DEAD"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP11
{
levelpic = "CWILV10"
levelname = "Isolated Facility"
next = "MAP12"
skytexture = "SKY1"
music = "D_STLKS2"
intertext = clear
LevelName = "Isolated Facility"
Label = "DM11"
LevelPic = "CWILV10"
Next = "MAP12"
Music = "D_STLKS2"
SkyTexture = "SKY1"
InterText = clear
}
map MAP12
{
levelpic = "CWILV11"
levelname = "Up 'n' Down Canyon"
next = "MAP13"
skytexture = "SKY2"
music = "D_THEDA2"
LevelName = "Up 'n' Down Canyon"
Label = "DM12"
LevelPic = "CWILV11"
Next = "MAP13"
Music = "D_THEDA2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP13
{
levelpic = "CWILV12"
levelname = "Unholy Blood"
next = "MAP14"
skytexture = "SKY2"
music = "D_DOOM2"
LevelName = "Unholy Blood"
Label = "DM13"
LevelPic = "CWILV12"
Next = "MAP14"
Music = "D_DOOM2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP14
{
levelpic = "CWILV13"
levelname = "Technical Assault"
next = "MAP15"
skytexture = "SKY2"
music = "D_DDTBL2"
LevelName = "Technical Assault"
Label = "DM14"
LevelPic = "CWILV13"
Next = "MAP15"
Music = "D_DDTBL2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP15
{
levelpic = "CWILV14"
levelname = "Shallow Complex"
next = "MAP16"
nextsecret = "MAP31"
skytexture = "SKY2"
music = "D_RUNNI2"
intertextsecret = clear
LevelName = "Shallow Complex"
Label = "DM15"
LevelPic = "CWILV14"
Next = "MAP16"
NextSecret = "MAP31"
Music = "D_RUNNI2"
SkyTexture = "SKY2"
InterTextSecret = clear
}
map MAP16
{
levelpic = "CWILV15"
levelname = "Barren Alleys"
next = "MAP17"
skytexture = "SKY2"
music = "D_DEAD2"
LevelName = "Barren Alleys"
Label = "DM16"
LevelPic = "CWILV15"
Next = "MAP17"
Music = "D_DEAD2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP17
{
levelpic = "CWILV16"
levelname = "Underwoods"
next = "MAP18"
skytexture = "SKY2"
music = "D_STLKS3"
LevelName = "Underwoods"
Label = "DM17"
LevelPic = "CWILV16"
Next = "MAP18"
Music = "D_STLKS3"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP18
{
levelpic = "CWILV17"
levelname = "Deserted Courtyard"
next = "MAP19"
skytexture = "SKY2"
music = "D_ROMERO"
LevelName = "Deserted Courtyard"
Label = "DM18"
LevelPic = "CWILV17"
Next = "MAP19"
Music = "D_ROMERO"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP19
{
levelpic = "CWILV18"
levelname = "Tech Isle"
next = "MAP20"
skytexture = "SKY2"
music = "D_SHAWN2"
LevelName = "Tech Isle"
Label = "DM19"
LevelPic = "CWILV18"
Next = "MAP20"
Music = "D_SHAWN2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP20
{
levelpic = "CWILV19"
levelname = "Warehouse"
next = "MAP21"
skytexture = "SKY2"
music = "D_MESSAG"
intertext = clear
LevelName = "Warehouse"
Label = "DM20"
LevelPic = "CWILV19"
Next = "MAP21"
Music = "D_MESSAG"
SkyTexture = "SKY2"
InterText = clear
}
map MAP21
{
levelpic = "CWILV20"
levelname = "Refinery"
next = "MAP22"
skytexture = "SKY3"
music = "D_COUNT2"
LevelName = "Refinery"
Label = "DM21"
LevelPic = "CWILV20"
Next = "MAP22"
Music = "D_COUNT2"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP22
{
levelpic = "CWILV21"
levelname = "Military Depot"
next = "MAP23"
skytexture = "SKY3"
music = "D_DDTBL3"
LevelName = "Military Depot"
Label = "DM22"
LevelPic = "CWILV21"
Next = "MAP23"
Music = "D_DDTBL3"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP23
{
levelpic = "CWILV22"
levelname = "Confrontation"
next = "MAP24"
skytexture = "SKY3"
music = "D_AMPIE"
LevelName = "Confrontation"
Label = "DM23"
LevelPic = "CWILV22"
Next = "MAP24"
Music = "D_AMPIE"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP24
{
levelpic = "CWILV23"
levelname = "Flooded Base"
next = "MAP25"
skytexture = "SKY3"
music = "D_THEDA3"
LevelName = "Flooded Base"
Label = "DM24"
LevelPic = "CWILV23"
Next = "MAP25"
Music = "D_THEDA3"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP25
{
levelpic = "CWILV24"
levelname = "Mansion Yard"
next = "MAP26"
skytexture = "SKY3"
music = "D_ADRIAN"
LevelName = "Mansion Yard"
Label = "DM25"
LevelPic = "CWILV24"
Next = "MAP26"
Music = "D_ADRIAN"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP26
{
levelpic = "CWILV25"
levelname = "Acidic Crypt"
next = "MAP27"
skytexture = "SKY3"
music = "D_MESSG2"
LevelName = "Acidic Crypt"
Label = "DM26"
LevelPic = "CWILV25"
Next = "MAP27"
Music = "D_MESSG2"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP27
{
levelpic = "CWILV26"
levelname = "The Exile"
next = "MAP28"
skytexture = "SKY3"
music = "D_ROMER2"
LevelName = "The Exile"
Label = "DM27"
LevelPic = "CWILV26"
Next = "MAP28"
Music = "D_ROMER2"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP28
{
levelpic = "CWILV27"
levelname = "Weapons Factory"
next = "MAP29"
skytexture = "SKY3"
music = "D_TENSE"
LevelName = "Weapons Factory"
Label = "DM28"
LevelPic = "CWILV27"
Next = "MAP29"
Music = "D_TENSE"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP29
{
levelpic = "CWILV28"
levelname = "Unusual Territory"
next = "MAP30"
skytexture = "SKY3"
music = "D_SHAWN3"
LevelName = "Unusual Territory"
Label = "DM29"
LevelPic = "CWILV28"
Next = "MAP30"
Music = "D_SHAWN3"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP30
{
levelpic = "CWILV29"
levelname = "Last Man Standing"
next = "MAP01"
skytexture = "SKY3"
music = "D_OPENIN"
intertext = clear
LevelName = "Last Man Standing"
Label = "DM30"
LevelPic = "CWILV29"
Next = "MAP01"
Music = "D_OPENIN"
SkyTexture = "SKY3"
InterText = clear
}
map MAP31
{
levelpic = "CWILV30"
levelname = "Desolated Fort"
next = "MAP16"
nextsecret = "MAP32"
skytexture = "SKY2"
music = "D_EVIL"
intertextsecret = clear
LevelName = "Desolated Fort"
Label = "DM31"
LevelPic = "CWILV30"
Next = "MAP16"
NextSecret = "MAP32"
Music = "D_EVIL"
SkyTexture = "SKY3"
ParTime = 0
InterTextSecret = clear
}
map MAP32
{
levelpic = "CWILV31"
levelname = "Fourplay"
next = "MAP16"
skytexture = "SKY2"
music = "D_ULTIMA"
LevelName = "Fourplay"
Label = "DM32"
LevelPic = "CWILV31"
Next = "MAP16"
Music = "D_ULTIMA"
SkyTexture = "SKY3"
ParTime = 0
}

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@ -1,103 +1,467 @@
// UMAPINFO lump for Phase 1.
// Initially adapted from Double Impact MIDI Pack.
// SPDX-License-Identifier: BSD-3-Clause
// UMAPINFO definitions for Freedoom: Phase 1
// Original UMAPINFO template by Devalaous
map E1M1
{
LevelName = "Outer Prison"
LevelPic = "WILV00"
Label = "E1M1"
Next = "E1M2"
Music = "D_E1M1"
SkyTexture = "SKY1"
ParTime = 30
Episode = clear
Episode = "M_EPI1", "Outpost Outbreak", "1"
}
map E1M2
{
LevelName = "Communications Center"
LevelPic = "WILV01"
Label = "E1M2"
Next = "E1M3"
Music = "D_E1M2"
SkyTexture = "SKY1"
ParTime = 120
}
map E1M3
{
LevelName = "Waste Disposal"
LevelPic = "WILV02"
Label = "E1M3"
Next = "E1M4"
NextSecret = "E1M9"
Music = "D_E1M3"
SkyTexture = "SKY1"
ParTime = 150
}
map E1M4
{
LevelName = "Supply Depot"
LevelPic = "WILV03"
Label = "E1M4"
Next = "E1M5"
Music = "D_E1M4"
SkyTexture = "SKY1"
ParTime = 180
}
map E1M5
{
LevelName = "Armory"
LevelPic = "WILV04"
Label = "E1M5"
Next = "E1M6"
Music = "D_E1M5"
SkyTexture = "SKY1"
ParTime = 90
}
map E1M6
{
LevelName = "Training Facility"
LevelPic = "WILV05"
Label = "E1M6"
Next = "E1M7"
Music = "D_E1M6"
SkyTexture = "SKY1"
ParTime = 390
}
map E1M7
{
LevelName = "Xenobiotic Materials Lab"
LevelPic = "WILV06"
Label = "E1M7"
Next = "E1M8"
Music = "D_E1M7"
SkyTexture = "SKY1"
ParTime = 690
}
map E1M8
{
LevelName = "Outpost Quarry"
LevelPic = "WILV07"
Label = "E1M8"
Music = "D_E1M8"
SkyTexture = "SKY1"
ParTime = 60
Endgame = true
InterBackdrop = "AQF051"
InterText = "Free at last from that dreadful outpost!",
"But you're still stuck on this rock\, with",
"AGM and all their monstrous \"experiments.\"",
"Best not to dwell on what evil horrors",
"they were going to create from you...",
" ",
"You need a functioning starship to",
"get back to Earth. The best chance at",
"one is the facility they had you in",
"when they first brought you planetside.",
"When they first gave you your powers.",
" ",
"When the nightmare first began...",
" ",
"Perfect time for the teleporter to",
"glitch out your gear as you get ready",
"to raid the Military Labs."
}
map E1M9
{
LevelName = "Nutrient Recycling"
LevelPic = "WILV08"
Label = "E1M9"
Next = "E1M4"
Music = "D_E1M9"
SkyTexture = "SKY1"
ParTime = 240
}
map E2M1
{
LevelName = "Elemental Gate"
LevelPic = "WILV10"
Label = "E2M1"
Next = "E2M2"
Music = "D_E2M1"
SkyTexture = "SKY2"
ParTime = 120
Episode = "M_EPI2", "Military Labs", "2"
}
map E2M2
{
LevelName = "Shifter"
LevelPic = "WILV11"
Label = "E2M2"
Next = "E2M3"
Music = "D_E2M2"
SkyTexture = "SKY2"
ParTime = 150
}
map E2M3
{
LevelName = "Reclaimed Facilities"
LevelPic = "WILV12"
Label = "E2M3"
Next = "E2M4"
Music = "D_E2M3"
SkyTexture = "SKY2"
ParTime = 180
}
map E2M4
{
LevelName = "Flooded Installation"
LevelPic = "WILV13"
Label = "E2M4"
Next = "E2M5"
Music = "D_E2M4"
SkyTexture = "SKY2"
ParTime = 270
}
map E2M5
{
LevelName = "Underground Hub"
LevelPic = "WILV14"
Label = "E2M5"
Next = "E2M6"
NextSecret = "E2M9"
Music = "D_E2M5"
SkyTexture = "SKY2"
ParTime = 300
}
map E2M6
{
LevelName = "Hidden Sector"
LevelPic = "WILV15"
Label = "E2M6"
Next = "E2M7"
Music = "D_E2M6"
SkyTexture = "SKY2"
ParTime = 150
}
map E2M7
{
LevelName = "Control Complex"
LevelPic = "WILV16"
Label = "E2M7"
Next = "E2M8"
Music = "D_E2M7"
SkyTexture = "SKY2"
ParTime = 120
}
map E2M8
{
LevelName = "Containment Cell"
LevelPic = "WILV17"
Label = "E2M8"
Music = "D_E2M8"
SkyTexture = "SKY2"
ParTime = 120
Endgame = true
InterBackdrop = "AQF054"
InterText = "The massive brutes collapse onto the",
"ground\, falling apart bit by bit.",
"The starport is yours.",
" ",
"But no ship: the launch bay sits empty\,",
"leaving only a massive teleporter pad.",
"Limited inorganics. Fixed destination.",
" ",
"The name suggests it's probably the new",
"AGM ship hub in this remote star cluster.",
"Bastards owe you for what they've done\,",
"so what even is interstellar piracy",
"but a bit of D.I.Y. law enforcement?",
" ",
"You board the platform and fade away.",
"Next stop: Horizon."
}
map E2M9
{
LevelName = "Fortress 31"
LevelPic = "WILV18"
Label = "E2M9"
Next = "E2M6"
Music = "D_E2M9"
SkyTexture = "SKY2"
ParTime = 360
}
map E3M1
{
LevelName = "Land of the Lost"
LevelPic = "WILV20"
Label = "E3M1"
Next = "E3M2"
Music = "D_E3M1"
SkyTexture = "SKY3"
ParTime = 30
Episode = "M_EPI3", "Event Horizon", "3"
}
map E3M2
{
LevelName = "Geothermal Tunnels"
LevelPic = "WILV21"
Label = "E3M2"
Next = "E3M3"
Music = "D_E3M2"
SkyTexture = "SKY3"
ParTime = 120
}
map E3M3
{
LevelName = "Sacrificial Bastion"
LevelPic = "WILV22"
Label = "E3M3"
Next = "E3M4"
Music = "D_E3M3"
SkyTexture = "SKY3"
ParTime = 240
}
map E3M4
{
LevelName = "Oblation Temple"
LevelPic = "WILV23"
Label = "E3M4"
Next = "E3M5"
Music = "D_E3M4"
SkyTexture = "SKY3"
ParTime = 270
}
map E3M5
{
LevelName = "Infernal Hallows"
LevelPic = "WILV24"
Label = "E3M5"
Next = "E3M6"
Music = "D_E3M5"
SkyTexture = "SKY3"
ParTime = 0
}
map E3M6
{
LevelName = "Igneous Intrusion"
LevelPic = "WILV25"
Label = "E3M6"
Next = "E3M7"
NextSecret = "E3M9"
Music = "D_E3M6"
SkyTexture = "SKY3"
ParTime = 180
}
map E3M7
{
LevelName = "No Regrets"
LevelPic = "WILV26"
Label = "E3M7"
Next = "E3M8"
Music = "D_E3M7"
SkyTexture = "SKY3"
ParTime = 300
}
map E3M8
{
LevelName = "Ancient Lair"
LevelPic = "WILV27"
Label = "E3M8"
Music = "D_E3M8"
SkyTexture = "SKY3"
ParTime = 60
Endgame = true
InterBackdrop = "FLAT5_2"
InterText = "The abomination explodes into oblivion.",
"What the hell even was that?",
" ",
"As the shadow sets over this red rock\,",
"you realize that you're now trapped here.",
"At least you've got more space in this",
"wasteland than your old cell.",
" ",
"You kick the corpse in anger\, and it feels",
"good. You kick it again\, and a remote falls",
"out. You press the button\, and the ground",
"gives way to reveal a teleporter. You look",
"at the gizmo - it says \"To Double Impact.\"",
" ",
"Wherever or whatever that is, you pray",
"to any listening deity that there's",
"a working ship on the other side."
}
map E3M9
{
LevelName = "Acquainted With Grief"
LevelPic = "WILV28"
Label = "E3M9"
Next = "E3M7"
Music = "D_E3M9"
SkyTexture = "SKY3"
ParTime = 570
}
// Episode 4, fixes music playback
map E4M1
{
levelname = "Maintenance Area"
levelpic = "WILV30"
label = "E4M1"
skytexture = "SKY4"
next = "E4M2"
music = "D_E4M1"
author = "RottKing and Ralphis"
LevelName = "Maintenance Area"
LevelPic = "WILV30"
Label = "E4M1"
Next = "E4M2"
Music = "D_E4M1"
SkyTexture = "SKY4"
ParTime = 0
Episode = "M_EPI4", "Double Impact", "4"
Author = "RottKing and Ralphis"
}
map E4M2
{
levelname = "Research Complex"
levelpic = "WILV31"
label = "E4M2"
skytexture = "SKY4"
next = "E4M3"
nextsecret = "E4M9"
music = "D_E4M2"
author = "RottKing and Ralphis"
LevelName = "Research Complex"
LevelPic = "WILV31"
Label = "E4M2"
Next = "E4M3"
NextSecret = "E4M9"
Music = "D_E4M2"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M3
{
levelname = "Central Computing"
levelpic = "WILV32"
label = "E4M3"
skytexture = "SKY4"
next = "E4M4"
music = "D_E4M3"
author = "RottKing and Ralphis"
LevelName = "Central Computing"
LevelPic = "WILV32"
Label = "E4M3"
Next = "E4M4"
Music = "D_E4M3"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M4
{
levelname = "Hydroponic Facility"
levelpic = "WILV33"
label = "E4M4"
skytexture = "SKY4"
next = "E4M5"
music = "D_E4M4"
author = "RottKing and Ralphis"
LevelName = "Hydroponic Facility"
LevelPic = "WILV33"
Label = "E4M4"
Next = "E4M5"
Music = "D_E4M4"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M5
{
levelname = "Engineering Station"
levelpic = "WILV34"
label = "E4M5"
skytexture = "SKY4"
next = "E4M6"
music = "D_E4M5"
author = "RottKing and Ralphis"
LevelName = "Engineering Station"
LevelPic = "WILV34"
Label = "E4M5"
Next = "E4M6"
Music = "D_E4M5"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M6
{
levelname = "Command Center"
levelpic = "WILV35"
label = "E4M6"
skytexture = "SKY4"
next = "E4M7"
music = "D_E4M6"
author = "RottKing and Ralphis"
LevelName = "Command Center"
LevelPic = "WILV35"
Label = "E4M6"
Next = "E4M7"
Music = "D_E4M6"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M7
{
levelname = "Waste Treatment"
levelpic = "WILV36"
label = "E4M7"
skytexture = "SKY4"
next = "E4M8"
music = "D_E4M7"
author = "RottKing and Ralphis"
LevelName = "Waste Treatment"
LevelPic = "WILV36"
Label = "E4M7"
Next = "E4M8"
Music = "D_E4M7"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M8
{
levelname = "Launch Bay"
levelpic = "WILV37"
label = "E4M8"
skytexture = "SKY4"
music = "D_E4M8"
interbackdrop = "AQF075"
author = "RottKing and Ralphis"
intertext = "Suppressing fire echoes above as the last",
LevelName = "Launch Bay"
LevelPic = "WILV37"
Label = "E4M8"
Music = "D_E4M8"
SkyTexture = "SKY4"
ParTime = 0
Endgame = true
InterBackdrop = "AQF075"
Intertext = "Suppressing fire echoes above as the last",
"survivors flee the ship. The launch process",
"is irreversible: killing you now would only",
"bring a slow death drifting through space.",
" ",
"Fifty-nine. Fifty-eight. Fifty-seven. . .",
"You melt into the pilot's seat, lost in the",
"You melt into the pilot's seat\, lost in the",
"voice of an automated assembly of angels",
"delivering you from this wretched rock.",
" ",
@ -105,18 +469,18 @@ map E4M8
"you think of Earth as she lifts off.",
"Hopefully AGM won't find you there:",
"they've got the outbreak to deal with,",
"so that'll give you some time.",
" ",
"Destination: Earth!"
"so that'll give you some time."
Author = "RottKing and Ralphis"
}
map E4M9
{
levelname = "Operations"
levelpic = "WILV38"
label = "E4M9"
skytexture = "SKY4"
next = "E4M3"
music = "D_E4M9"
author = "RottKing and Ralphis"
LevelName = "Operations"
LevelPic = "WILV38"
Label = "E4M9"
Next = "E4M3"
Music = "D_E1M9"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}

View file

@ -1,66 +1,80 @@
// UMAPINFO lump for Phase 2.
// SPDX-License-Identifier: BSD-3-Clause
// UMAPINFO definitions for Freedoom: Phase 2
// Original UMAPINFO template by Devalaous
map MAP01
{
levelpic = "CWILV00"
levelname = "Hydroelectric Plant"
next = "MAP02"
skytexture = "SKY1"
music = "D_RUNNIN"
LevelName = "Hydroelectric Plant"
Label = "MAP01"
LevelPic = "CWILV00"
Next = "MAP02"
Music = "D_RUNNIN"
SkyTexture = "SKY1"
Parime = 30
Episode = clear
Episode = "M_EPI1", "Phase 2", "1"
}
map MAP02
{
levelpic = "CWILV01"
levelname = "Filtration Tunnels"
next = "MAP03"
skytexture = "SKY1"
music = "D_STALKS"
LevelName = "Filtration Tunnels"
Label = "MAP02"
LevelPic = "CWILV01"
Next = "MAP03"
Music = "D_STALKS"
SkyTexture = "SKY1"
Parime = 90
}
map MAP03
{
levelpic = "CWILV02"
levelname = "Crude Processing Center"
next = "MAP04"
skytexture = "SKY1"
music = "D_COUNTD"
LevelName = "Crude Processing Center"
Label = "MAP03"
LevelPic = "CWILV02"
Next = "MAP04"
Music = "D_COUNTD"
SkyTexture = "SKY1"
Parime = 120
}
map MAP04
{
levelpic = "CWILV03"
levelname = "Containment Bay"
next = "MAP05"
skytexture = "SKY1"
music = "D_BETWEE"
LevelName = "Containment Bay"
Label = "MAP04"
LevelPic = "CWILV03"
Next = "MAP05"
Music = "D_BETWEE"
SkyTexture = "SKY1"
Parime = 120
}
map MAP05
{
levelpic = "CWILV04"
levelname = "Sludge Burrow"
next = "MAP06"
skytexture = "SKY1"
music = "D_DOOM"
LevelName = "Sludge Burrow"
Label = "MAP05"
LevelPic = "CWILV04"
Next = "MAP06"
Music = "D_DOOM"
SkyTexture = "SKY1"
Parime = 150
}
map MAP06
{
levelpic = "CWILV05"
levelname = "Janus Terminal"
next = "MAP07"
skytexture = "SKY1"
music = "D_THE_DA"
interbackdrop = "AQF016"
intertext = "Not even Earth is safe. The monsters show",
LevelName = "Janus Terminal"
Label = "MAP06"
LevelPic = "CWILV05"
Next = "MAP07"
Music = "D_THE_DA"
SkyTexture = "SKY1"
Parime = 90
InterBackdrop = "AQF016"
InterText = "Not even Earth is safe. The monsters show",
"up ahead of you everywhere you run.",
"Where are they even coming from?",
" ",
"Despite all the other destruction they've",
"wrought, the teleportation infrastructure",
"Despite all the other destruction they\'ve",
"wrought,\ the teleportation infrastructure",
"remains intact - you might be able to",
"get back to civilization this way.",
" ",
@ -76,54 +90,64 @@ map MAP06
map MAP07
{
levelpic = "CWILV06"
levelname = "Logic Gate"
next = "MAP08"
skytexture = "SKY1"
music = "D_SHAWN"
LevelName = "Logic Gate"
Label = "MAP07"
LevelPic = "CWILV06"
Next = "MAP08"
Music = "D_SHAWN"
SkyTexture = "SKY1"
Parime = 150
}
map MAP08
{
levelpic = "CWILV07"
levelname = "Astronomy Complex"
next = "MAP09"
skytexture = "SKY1"
music = "D_DDTBLU"
LevelName = "Astronomy Complex"
Label = "MAP08"
LevelPic = "CWILV07"
Next = "MAP09"
Music = "D_DDTBLU"
SkyTexture = "SKY1"
Parime = 330
}
map MAP09
{
levelpic = "CWILV08"
levelname = "Datacenter"
next = "MAP10"
skytexture = "SKY1"
music = "D_IN_CIT"
LevelName = "Datacenter"
Label = "MAP09"
LevelPic = "CWILV08"
Next = "MAP10"
Music = "D_IN_CIT"
SkyTexture = "SKY1"
Parime = 150
}
map MAP10
{
levelpic = "CWILV09"
levelname = "Deadly Outlands"
next = "MAP11"
skytexture = "SKY1"
music = "D_DEAD"
LevelName = "Deadly Outlands"
Label = "MAP10"
LevelPic = "CWILV09"
Next = "MAP11"
Music = "D_DEAD"
SkyTexture = "SKY1"
Parime = 120
}
map MAP11
{
levelpic = "CWILV10"
levelname = "Dimensional Rift Observatory"
next = "MAP12"
skytexture = "SKY1"
music = "D_STLKS2"
interbackdrop = "AQF001"
intertext = "You didn't find anyone alive. Again.",
LevelName = "Dimensional Rift Observatory"
Label = "MAP11"
LevelPic = "CWILV10"
Next = "MAP12"
Music = "D_STLKS2"
SkyTexture = "SKY1"
Parime = 420
InterBackdrop =
InterText = "You didn\'t find anyone alive. Again.",
" ",
"The fighting is taking its toll on you.",
"The pain. The brutality. The loneliness.",
"There's got to be a way to somewhere,",
"something that isn't... this.",
"There\'s got to be a way to somewhere\,",
"something that isn\'t... this.",
" ",
"A train rumbles in the distance.",
" ",
@ -138,109 +162,127 @@ map MAP11
map MAP12
{
levelpic = "CWILV11"
levelname = "Railroads"
next = "MAP13"
skytexture = "SKY2"
music = "D_THEDA2"
LevelName = "Railroads"
Label = "MAP12"
LevelPic = "CWILV11"
Next = "MAP13"
Music = "D_THEDA2"
SkyTexture = "SKY2"
Parime = 630
}
map MAP13
{
levelpic = "CWILV12"
levelname = "Station Earth"
next = "MAP14"
skytexture = "SKY2"
music = "D_DOOM2"
LevelName = "Station Earth"
Label = "MAP13"
LevelPic = "CWILV12"
Next = "MAP14"
Music = "D_DOOM2"
SkyTexture = "SKY2"
Parime = 180
}
map MAP14
{
levelpic = "CWILV13"
levelname = "Nuclear Zone"
next = "MAP15"
skytexture = "SKY2"
music = "D_DDTBL2"
LevelName = "Nuclear Zone"
Label = "MAP14"
LevelPic = "CWILV13"
Next = "MAP15"
Music = "D_DDTBL2"
SkyTexture = "SKY2"
Parime = 150
}
map MAP15
{
levelpic = "CWILV14"
levelname = "Hostile Takeover"
next = "MAP16"
nextsecret = "MAP31"
skytexture = "SKY2"
music = "D_RUNNI2"
interbackdrop = "AQF004"
intertextsecret = "You step into the teleporter. You feel a",
"familiar flash and... you're in a cage?",
LevelName = "Hostile Takeover"
Label = "MAP15"
LevelPic = "CWILV14"
Next = "MAP16"
NextSecret = "MAP31"
Music = "D_RUNNI2"
SkyTexture = "SKY2"
Parime = 510
InterBackdrop = "AQF004"
InterTextSecret = "You step into the teleporter. You feel a",
"familiar flash and... you\'re in a cage?",
"Jailed?",
" ",
"There are other cages in here. Occupied.",
"So is this how they capture humans?",
"Or did they set this up specially for you,",
"Or did they set this up specially for you\,",
"as a reward for being such a monkey wrench",
"in their plans?",
" ",
"The guards haven't noticed you - yet.",
"The guards haven\'t noticed you - yet.",
"Any noise could mean death. Or worse.",
" ",
"",
"When they zombify you, are you awake the",
"entire time, locked inside of your brain?",
"entire time\, locked inside of your brain?",
" ",
"You'd rather not find out."
"You\'d rather not find out."
}
map MAP16
{
levelpic = "CWILV15"
levelname = "Urban Jungle"
next = "MAP17"
skytexture = "SKY2"
music = "D_DEAD2"
LevelName = "Urban Jungle"
Label = "MAP16"
LevelPic = "CWILV15"
Next = "MAP17"
Music = "D_DEAD2"
SkyTexture = "SKY2"
Parime = 120
}
map MAP17
{
levelpic = "CWILV16"
levelname = "City Capitol"
next = "MAP18"
skytexture = "SKY2"
music = "D_STLKS3"
LevelName = "City Capitol"
Label = "MAP17"
LevelPic = "CWILV16"
Next = "MAP18"
Music = "D_STLKS3"
SkyTexture = "SKY2"
Parime = 120
}
map MAP18
{
levelpic = "CWILV17"
levelname = "Aquatics Lab"
next = "MAP19"
skytexture = "SKY2"
music = "D_ROMERO"
LevelName = "Aquatics Lab"
Label = "MAP18"
LevelPic = "CWILV17"
Next = "MAP19"
Music = "D_ROMERO"
SkyTexture = "SKY2"
Parime = 180
}
map MAP19
{
levelpic = "CWILV18"
levelname = "Sewage Control"
next = "MAP20"
skytexture = "SKY2"
music = "D_SHAWN2"
LevelName = "Sewage Control"
Label = "MAP19"
LevelPic = "CWILV18"
Next = "MAP20"
Music = "D_SHAWN2"
SkyTexture = "SKY2"
Parime = 210
}
map MAP20
{
levelpic = "CWILV19"
levelname = "Blood Ember Fortress"
next = "MAP21"
skytexture = "SKY2"
music = "D_MESSAG"
interbackdrop = "FLAT5_6"
intertext = "Here is no AGM but only monsters.",
"Monsters, no humans and dusty days",
LevelName = "Blood Ember Fortress"
Label = "MAP20"
LevelPic = "CWILV19"
Next = "MAP21"
Music = "D_MESSAG"
SkyTexture = "SKY2"
Parime = 420
InterBackdrop = "FLAT5_6"
InterText = "Here is no AGM but only monsters.",
"Monsters\, no humans and dusty days",
"sleeping in old ruins and eating scraps.",
"No one has escaped this wasteland alive.",
" ",
"You've been tracking their movements.",
"You\'ve been tracking their movements.",
"AGM records and alien scrawlings point",
"to something big worming its way through",
"the entire teleportation network.",
@ -248,7 +290,7 @@ map MAP20
"scrambled sapients - including humans -",
"to conquer all known space.",
" ",
"And now you're fighting at its doorstep.",
"And now you\'re fighting at its doorstep.",
" ",
"This could be the beginning",
"of your freedom - or your doom."
@ -256,121 +298,143 @@ map MAP20
map MAP21
{
levelpic = "CWILV20"
levelname = "Under Realm"
next = "MAP22"
skytexture = "SKY3"
music = "D_COUNT2"
LevelName = "Under Realm"
Label = "MAP21"
LevelPic = "CWILV20"
Next = "MAP22"
Music = "D_COUNT2"
SkyTexture = "SKY3"
Parime = 330
}
map MAP22
{
levelpic = "CWILV21"
levelname = "Remanasu"
next = "MAP23"
skytexture = "SKY3"
music = "D_DDTBL3"
LevelName = "Remanasu"
Label = "MAP22"
LevelPic = "CWILV21"
Next = "MAP23"
Music = "D_DDTBL3"
SkyTexture = "SKY3"
Parime = 420
}
map MAP23
{
levelpic = "CWILV22"
levelname = "Underground Facility"
next = "MAP24"
skytexture = "SKY3"
music = "D_AMPIE"
LevelName = "Underground Facility"
Label = "MAP23"
LevelPic = "CWILV22"
Next = "MAP24"
Music = "D_AMPIE"
SkyTexture = "SKY3"
Parime = 240
}
map MAP24
{
levelpic = "CWILV23"
levelname = "Abandoned Teleporter Lab"
next = "MAP25"
skytexture = "SKY3"
music = "D_THEDA3"
LevelName = "Abandoned Teleporter Lab"
Label = "MAP24"
LevelPic = "CWILV23"
Next = "MAP25"
Music = "D_THEDA3"
SkyTexture = "SKY3"
Parime = 420
}
map MAP25
{
levelpic = "CWILV24"
levelname = "Persistence of Memory"
next = "MAP26"
skytexture = "SKY3"
music = "D_ADRIAN"
LevelName = "Persistence of Memory"
Label = "MAP25"
LevelPic = "CWILV24"
Next = "MAP26"
Music = "D_ADRIAN"
SkyTexture = "SKY3"
Parime = 600
}
map MAP26
{
levelpic = "CWILV25"
levelname = "Dark Depths"
next = "MAP27"
skytexture = "SKY3"
music = "D_MESSG2"
LevelName = "Dark Depths"
Label = "MAP26"
LevelPic = "CWILV25"
Next = "MAP27"
Music = "D_MESSG2"
SkyTexture = "SKY3"
Parime = 270
}
map MAP27
{
levelpic = "CWILV26"
levelname = "Palace of Red"
next = "MAP28"
skytexture = "SKY3"
music = "D_ROMER2"
LevelName = "Palace of Red"
Label = "MAP27"
LevelPic = "CWILV26"
Next = "MAP28"
Music = "D_ROMER2"
SkyTexture = "SKY3"
Parime = 690
}
map MAP28
{
levelpic = "CWILV27"
levelname = "Grim Redoubt"
next = "MAP29"
skytexture = "SKY3"
music = "D_TENSE"
LevelName = "Grim Redoubt"
Label = "MAP28"
LevelPic = "CWILV27"
Next = "MAP29"
Music = "D_TENSE"
SkyTexture = "SKY3"
Parime = 450
}
map MAP29
{
levelpic = "CWILV28"
levelname = "Melting Point"
next = "MAP30"
skytexture = "SKY3"
music = "D_SHAWN3"
LevelName = "Melting Point"
Label = "MAP29"
LevelPic = "CWILV28"
Next = "MAP30"
Music = "D_SHAWN3"
SkyTexture = "SKY3"
Parime = 300
}
map MAP30
{
levelpic = "CWILV29"
levelname = "Jaws of Defeat"
skytexture = "SKY3"
endcast = true
music = "D_OPENIN"
interbackdrop = "SLIME13"
intertext = "The evil thing becomes unstable.",
LevelName = "Jaws of Defeat"
Label = "MAP30"
LevelPic = "CWILV29"
Endcast = true
Music = "D_OPENIN"
SkyTexture = "SKY3"
Parime = 60
InterBackdrop = "SLIME13"
InterText = "The evil thing becomes unstable.",
"Its final roars echo throughout the room",
"until it crumples into scrap metal.",
" ",
"A targeting portal opens, blissfully",
"unaware of its master's demise.",
"A targeting portal opens\, blissfully",
"unaware of its master\'s demise.",
" ",
"On the other side you see a small town.",
"You ditch your weapons and slip through,",
"You ditch your weapons and slip through\,",
"leaving AGM and all its horrors behind.",
" ",
"No one will know who saved them.",
" ",
"No one will know what happened here.",
" ",
"No one will ever find you again."
"No one will ever find you again.",
}
map MAP31
{
levelpic = "CWILV30"
levelname = "Be Quiet"
next = "MAP16"
nextsecret = "MAP32"
skytexture = "SKY2"
music = "D_EVIL"
interbackdrop = "AQF021"
intertextsecret = "Forcibly uncaged again. Good job.",
LevelName = "Be Quiet"
Label = "MAP31"
LevelPic = "CWILV30"
Next = "MAP16"
NextSecret = "MAP32"
Music = "D_EVIL"
SkyTexture = "SKY3"
Parime = 60
InterBackDrop = "AQF021"
InterTextSecret = "Forcibly uncaged again. Good job.",
" ",
"But where are you? The air and gravity",
"still feel like whatever planet that",
@ -378,21 +442,23 @@ map MAP31
" ",
"You look around and the layout triggers",
"some old memories from history class.",
" ",
"",
"This is an arena.",
"Where they send prisoners to die.",
"That wasn't an exit - but an entrance.",
" ",
"You will find your way back to the city,",
"but it will have to be on the other side",
"of a few homicidal mutants..."
"of a few homicidal mutants...",
}
map MAP32
{
levelpic = "CWILV31"
levelname = "Not Sure"
next = "MAP16"
skytexture = "SKY2"
music = "D_ULTIMA"
LevelName = "Not Sure"
Label = "MAP32"
LevelPic = "CWILV31"
Next = "MAP16"
Music = "D_ULTIMA"
SkyTexture = "SKY3"
Parime = 210
}