Add GAMECONF, WADINFO, UMAPINFO

This commit is contained in:
Georgy Samoilov 2024-09-20 21:43:31 +05:00
parent 8946c29501
commit 4175908c07
10 changed files with 1149 additions and 0 deletions

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@ -148,14 +148,23 @@ DBIGFONT
#ifdef FREEDM #ifdef FREEDM
DEHACKED = fdm_deh DEHACKED = fdm_deh
UMAPINFO = fdmuminf
GAMECONF = fdmgconf
WADINFO = fdmwdinf
ZMAPINFO = fdmmpinf ZMAPINFO = fdmmpinf
ENDOOM = endoomdm ENDOOM = endoomdm
FREEDM FREEDM
#else #else
#ifdef PHASE1 #ifdef PHASE1
DEHACKED = p1_deh DEHACKED = p1_deh
UMAPINFO = p1_uminf
GAMECONF = p1_gconf
WADINFO = p1_wdinf
#else #else
DEHACKED = p2_deh DEHACKED = p2_deh
UMAPINFO = p2_uminf
GAMECONF = p2_gconf
WADINFO = p2_wdinf
#endif #endif
ENDOOM ENDOOM
#endif #endif

18
lumps/fdmgconf.lmp Normal file
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{
"type": "gameconf",
"version": "1.0.0",
"metadata": { },
"data":
{
"title": "FreeDM",
"author": "The Freedoom Project",
"description": "The Freedoom project aims to create a complete, free content first person shooter game.",
"version": "0.13.0",
"iwad": null,
"pwadfiles": null,
"dehfiles": null,
"executable": "doom1.9",
"mode": "commercial",
"options": null
}
}

299
lumps/fdmuminf.lmp Normal file
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// UMAPINFO lump for FreeDM.
// SPDX-License-Identifier: BSD-3-Clause
map MAP01
{
levelpic = "CWILV00"
levelname = "Tech Test"
next = "MAP02"
skytexture = "SKY1"
music = "D_RUNNIN"
}
map MAP02
{
levelpic = "CWILV01"
levelname = "Natural Station"
next = "MAP03"
skytexture = "SKY1"
music = "D_STALKS"
}
map MAP03
{
levelpic = "CWILV02"
levelname = "Issues of Claveria"
next = "MAP04"
skytexture = "SKY1"
music = "D_COUNTD"
}
map MAP04
{
levelpic = "CWILV03"
levelname = "Steel"
next = "MAP05"
skytexture = "SKY1"
music = "D_BETWEE"
}
map MAP05
{
levelpic = "CWILV04"
levelname = "Dense Fields"
next = "MAP06"
skytexture = "SKY1"
music = "D_DOOM"
}
map MAP06
{
levelpic = "CWILV05"
levelname = "Temple of Ammon"
next = "MAP07"
skytexture = "SKY1"
music = "D_THE_DA"
intertext = clear
}
map MAP07
{
levelpic = "CWILV06"
levelname = "Main Stronghold"
next = "MAP08"
skytexture = "SKY1"
music = "D_SHAWN"
}
map MAP08
{
levelpic = "CWILV07"
levelname = "Artifact Base"
next = "MAP09"
skytexture = "SKY1"
music = "D_DDTBLU"
}
map MAP09
{
levelpic = "CWILV08"
levelname = "Industrial Outland"
next = "MAP10"
skytexture = "SKY1"
music = "D_IN_CIT"
}
map MAP10
{
levelpic = "CWILV09"
levelname = "Detached Grounds"
next = "MAP11"
skytexture = "SKY1"
music = "D_DEAD"
}
map MAP11
{
levelpic = "CWILV10"
levelname = "Isolated Facility"
next = "MAP12"
skytexture = "SKY1"
music = "D_STLKS2"
intertext = clear
}
map MAP12
{
levelpic = "CWILV11"
levelname = "Up 'n' Down Canyon"
next = "MAP13"
skytexture = "SKY2"
music = "D_THEDA2"
}
map MAP13
{
levelpic = "CWILV12"
levelname = "Unholy Blood"
next = "MAP14"
skytexture = "SKY2"
music = "D_DOOM2"
}
map MAP14
{
levelpic = "CWILV13"
levelname = "Technical Assault"
next = "MAP15"
skytexture = "SKY2"
music = "D_DDTBL2"
}
map MAP15
{
levelpic = "CWILV14"
levelname = "Shallow Complex"
next = "MAP16"
nextsecret = "MAP31"
skytexture = "SKY2"
music = "D_RUNNI2"
intertextsecret = clear
}
map MAP16
{
levelpic = "CWILV15"
levelname = "Barren Alleys"
next = "MAP17"
skytexture = "SKY2"
music = "D_DEAD2"
}
map MAP17
{
levelpic = "CWILV16"
levelname = "Underwoods"
next = "MAP18"
skytexture = "SKY2"
music = "D_STLKS3"
}
map MAP18
{
levelpic = "CWILV17"
levelname = "Deserted Courtyard"
next = "MAP19"
skytexture = "SKY2"
music = "D_ROMERO"
}
map MAP19
{
levelpic = "CWILV18"
levelname = "Tech Isle"
next = "MAP20"
skytexture = "SKY2"
music = "D_SHAWN2"
}
map MAP20
{
levelpic = "CWILV19"
levelname = "Warehouse"
next = "MAP21"
skytexture = "SKY2"
music = "D_MESSAG"
intertext = clear
}
map MAP21
{
levelpic = "CWILV20"
levelname = "Refinery"
next = "MAP22"
skytexture = "SKY3"
music = "D_COUNT2"
}
map MAP22
{
levelpic = "CWILV21"
levelname = "Military Depot"
next = "MAP23"
skytexture = "SKY3"
music = "D_DDTBL3"
}
map MAP23
{
levelpic = "CWILV22"
levelname = "Confrontation"
next = "MAP24"
skytexture = "SKY3"
music = "D_AMPIE"
}
map MAP24
{
levelpic = "CWILV23"
levelname = "Flooded Base"
next = "MAP25"
skytexture = "SKY3"
music = "D_THEDA3"
}
map MAP25
{
levelpic = "CWILV24"
levelname = "Mansion Yard"
next = "MAP26"
skytexture = "SKY3"
music = "D_ADRIAN"
}
map MAP26
{
levelpic = "CWILV25"
levelname = "Acidic Crypt"
next = "MAP27"
skytexture = "SKY3"
music = "D_MESSG2"
}
map MAP27
{
levelpic = "CWILV26"
levelname = "The Exile"
next = "MAP28"
skytexture = "SKY3"
music = "D_ROMER2"
}
map MAP28
{
levelpic = "CWILV27"
levelname = "Weapons Factory"
next = "MAP29"
skytexture = "SKY3"
music = "D_TENSE"
}
map MAP29
{
levelpic = "CWILV28"
levelname = "Unusual Territory"
next = "MAP30"
skytexture = "SKY3"
music = "D_SHAWN3"
}
map MAP30
{
levelpic = "CWILV29"
levelname = "Last Man Standing"
next = "MAP01"
skytexture = "SKY3"
music = "D_OPENIN"
intertext = clear
}
map MAP31
{
levelpic = "CWILV30"
levelname = "Desolated Fort"
next = "MAP16"
nextsecret = "MAP32"
skytexture = "SKY2"
music = "D_EVIL"
intertextsecret = clear
}
map MAP32
{
levelpic = "CWILV31"
levelname = "Fourplay"
next = "MAP16"
skytexture = "SKY2"
music = "D_ULTIMA"
}

92
lumps/fdmwdinf.lmp Normal file
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@ -0,0 +1,92 @@
===========================================================================
Advanced engine needed : Vanilla-compatible
Primary purpose : Deathmatch
===========================================================================
Title : FreeDM
Filename : freedm.wad
Release date : 2024-01-29
Author : The Freedoom Project
Version : 0.13.0
Other Files By Author : Freedoom: Phase 1, Freedoom: Phase 2
Misc. Author Info : Contributors to the Freedoom Project
Description : The Freedoom project aims to provide all the
content needed to form a complete, entirely
free/libre game for the Doom engine. It is designed
to be compatible with most custom levels, music,
graphics and other modifications (mods) made for
the original Doom games by Doom fans and artists
over the decades.
Additional Credits to : See the CREDITS file
===========================================================================
* What is included *
New levels : 32
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : Since 2001
Editor(s) used : DeuTex
Known Bugs : Please report bugs to
https://github.com/freedoom/freedoom/issues
May Not Run With : None
Tested With : Chocolate Doom, Crispy Doom, Odamex, GZDoom
* Copyright / Permissions *
Copyright © 2001-2024
Contributors to the Freedoom project. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the Freedoom project nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS
IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
For a list of contributors to the Freedoom project, see the file
CREDITS.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: https://freedoom.github.io/

18
lumps/p1_gconf.lmp Normal file
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{
"type": "gameconf",
"version": "1.0.0",
"metadata": { },
"data":
{
"title": "Freedoom: Phase 1",
"author": "The Freedoom Project",
"description": "The Freedoom project aims to create a complete, free content first person shooter game.",
"version": "0.13.0",
"iwad": null,
"pwadfiles": null,
"dehfiles": null,
"executable": "doom1.9",
"mode": "retail",
"options": null
}
}

113
lumps/p1_uminf.lmp Normal file
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@ -0,0 +1,113 @@
// UMAPINFO lump for Phase 1.
// Initially adapted from Double Impact MIDI Pack.
// SPDX-License-Identifier: BSD-3-Clause
// Episode 4 music playback
MAP E4M1
{
levelname = "Maintenance Area"
levelpic = "WILV30"
skytexture = "SKY4"
next = "E4M2"
music = "D_E4M1"
author = "RottKing and Ralphis"
}
MAP E4M2
{
levelname = "Research Complex"
levelpic = "WILV31"
skytexture = "SKY4"
next = "E4M3"
nextsecret = "E4M9"
music = "D_E4M2"
author = "RottKing and Ralphis"
}
MAP E4M3
{
levelname = "Central Computing"
levelpic = "WILV32"
skytexture = "SKY4"
next = "E4M4"
music = "D_E4M3"
author = "RottKing and Ralphis"
}
MAP E4M4
{
levelname = "Hydroponic Facility"
levelpic = "WILV33"
skytexture = "SKY4"
next = "E4M5"
music = "D_E4M4"
author = "RottKing and Ralphis"
}
MAP E4M5
{
levelname = "Engineering Station"
levelpic = "WILV34"
skytexture = "SKY4"
next = "E4M6"
music = "D_E4M5"
author = "RottKing and Ralphis"
}
MAP E4M6
{
levelname = "Command Center"
levelpic = "WILV35"
skytexture = "SKY4"
next = "E4M7"
music = "D_E4M6"
author = "RottKing and Ralphis"
}
MAP E4M7
{
levelname = "Waste Treatment"
levelpic = "WILV36"
skytexture = "SKY4"
next = "E4M8"
music = "D_E4M7"
author = "RottKing and Ralphis"
}
MAP E4M8
{
levelname = "Launch Bay"
levelpic = "WILV37"
skytexture = "SKY4"
music = "D_E4M8"
interbackdrop = "AQF075"
author = "RottKing and Ralphis"
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
voice of an automated assembly of angels
delivering you from this wretched rock.
The ship rumbles as she wakes up;
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!"
}
MAP E4M9
{
levelname = "Operations"
levelpic = "WILV38"
skytexture = "SKY4"
next = "E4M3"
music = "D_E4M9"
author = "RottKing and Ralphis"
}

92
lumps/p1_wdinf.lmp Normal file
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@ -0,0 +1,92 @@
===========================================================================
Advanced engine needed : Vanilla-compatible
Primary purpose : Single + coop play
===========================================================================
Title : Freedoom: Phase 1
Filename : freedoom1.wad
Release date : 2024-01-29
Author : The Freedoom Project
Version : 0.13.0
Other Files By Author : Freedoom: Phase 2, FreeDM
Misc. Author Info : Contributors to the Freedoom Project
Description : The Freedoom project aims to provide all the
content needed to form a complete, entirely
free/libre game for the Doom engine. It is designed
to be compatible with most custom levels, music,
graphics and other modifications (mods) made for
the original Doom games by Doom fans and artists
over the decades.
Additional Credits to : See the CREDITS file
===========================================================================
* What is included *
New levels : 36
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes
Other : No
Other files required : None
* Play Information *
Game : Doom
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : Since 2001
Editor(s) used : DeuTex
Known Bugs : Please report bugs to
https://github.com/freedoom/freedoom/issues
May Not Run With : None
Tested With : Chocolate Doom, Crispy Doom, Odamex, GZDoom
* Copyright / Permissions *
Copyright © 2001-2024
Contributors to the Freedoom project. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the Freedoom project nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS
IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
For a list of contributors to the Freedoom project, see the file
CREDITS.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: https://freedoom.github.io/

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lumps/p2_gconf.lmp Normal file
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@ -0,0 +1,18 @@
{
"type": "gameconf",
"version": "1.0.0",
"metadata": { },
"data":
{
"title": "Freedoom: Phase 2",
"author": "The Freedoom Project",
"description": "The Freedoom project aims to create a complete, free content first person shooter game.",
"version": "0.13.0",
"iwad": null,
"pwadfiles": null,
"dehfiles": null,
"executable": "doom1.9",
"mode": "commercial",
"options": null
}
}

398
lumps/p2_uminf.lmp Normal file
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@ -0,0 +1,398 @@
// UMAPINFO lump for FreeDM.
// SPDX-License-Identifier: BSD-3-Clause
map MAP01
{
levelpic = "CWILV00"
levelname = "Hydroelectric Plant"
next = "MAP02"
skytexture = "SKY1"
music = "D_RUNNIN"
}
map MAP02
{
levelpic = "CWILV01"
levelname = "Filtration Tunnels"
next = "MAP03"
skytexture = "SKY1"
music = "D_STALKS"
}
map MAP03
{
levelpic = "CWILV02"
levelname = "Crude Processing Center"
next = "MAP04"
skytexture = "SKY1"
music = "D_COUNTD"
}
map MAP04
{
levelpic = "CWILV03"
levelname = "Containment Bay"
next = "MAP05"
skytexture = "SKY1"
music = "D_BETWEE"
}
map MAP05
{
levelpic = "CWILV04"
levelname = "Sludge Burrow"
next = "MAP06"
skytexture = "SKY1"
music = "D_DOOM"
}
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
up ahead of you everywhere you run.
Where are they even coming from?
Despite all the other destruction they've
wrought, the teleportation infrastructure
remains intact - you might be able to
get back to civilization this way.
You find an old pad and boot it up.
Connection live. Handshake established.
Growling and chittering on the intercom.
Planted your feet.
Checked your weapons.
Time to punch through."
}
map MAP07
{
levelpic = "CWILV06"
levelname = "Logic Gate"
next = "MAP08"
skytexture = "SKY1"
music = "D_SHAWN"
}
map MAP08
{
levelpic = "CWILV07"
levelname = "Astronomy Complex"
next = "MAP09"
skytexture = "SKY1"
music = "D_DDTBLU"
}
map MAP09
{
levelpic = "CWILV08"
levelname = "Datacenter"
next = "MAP10"
skytexture = "SKY1"
music = "D_IN_CIT"
}
map MAP10
{
levelpic = "CWILV09"
levelname = "Deadly Outlands"
next = "MAP11"
skytexture = "SKY1"
music = "D_DEAD"
}
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.
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.
A train rumbles in the distance.
You follow the sound down the empty road
and reach the edge of a railyard.
Trains mean cities.
Cities mean people.
Right?"
}
map MAP12
{
levelpic = "CWILV11"
levelname = "Railroads"
next = "MAP13"
skytexture = "SKY2"
music = "D_THEDA2"
}
map MAP13
{
levelpic = "CWILV12"
levelname = "Station Earth"
next = "MAP14"
skytexture = "SKY2"
music = "D_DOOM2"
}
map MAP14
{
levelpic = "CWILV13"
levelname = "Nuclear Zone"
next = "MAP15"
skytexture = "SKY2"
music = "D_DDTBL2"
}
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?
Jailed?
There are other cages in here. Occupied.
So is this how they capture humans?
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.
Any noise could mean death. Or worse.
When they zombify you, are you awake the
entire time, locked inside of your brain?
You'd rather not find out."
}
map MAP16
{
levelpic = "CWILV15"
levelname = "Urban Jungle"
next = "MAP17"
skytexture = "SKY2"
music = "D_DEAD2"
}
map MAP17
{
levelpic = "CWILV16"
levelname = "City Capitol"
next = "MAP18"
skytexture = "SKY2"
music = "D_STLKS3"
}
map MAP18
{
levelpic = "CWILV17"
levelname = "Aquatics Lab"
next = "MAP19"
skytexture = "SKY2"
music = "D_ROMERO"
}
map MAP19
{
levelpic = "CWILV18"
levelname = "Sewage Control"
next = "MAP20"
skytexture = "SKY2"
music = "D_SHAWN2"
}
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
sleeping in old ruins and eating scraps.
No one has escaped this wasteland alive.
You've been tracking their movements.
AGM records and alien scrawlings point
to something big worming its way through
the entire teleportation network.
Sending its nightmare armies of brain-
scrambled sapients - including humans -
to conquer all known space.
And now you're fighting at its doorstep.
This could be the beginning
of your freedom - or your doom."
}
map MAP21
{
levelpic = "CWILV20"
levelname = "Under Realm"
next = "MAP22"
skytexture = "SKY3"
music = "D_COUNT2"
}
map MAP22
{
levelpic = "CWILV21"
levelname = "Remanasu"
next = "MAP23"
skytexture = "SKY3"
music = "D_DDTBL3"
}
map MAP23
{
levelpic = "CWILV22"
levelname = "Underground Facility"
next = "MAP24"
skytexture = "SKY3"
music = "D_AMPIE"
}
map MAP24
{
levelpic = "CWILV23"
levelname = "Abandoned Teleporter Lab"
next = "MAP25"
skytexture = "SKY3"
music = "D_THEDA3"
}
map MAP25
{
levelpic = "CWILV24"
levelname = "Persistence of Memory"
next = "MAP26"
skytexture = "SKY3"
music = "D_ADRIAN"
}
map MAP26
{
levelpic = "CWILV25"
levelname = "Dark Depths"
next = "MAP27"
skytexture = "SKY3"
music = "D_MESSG2"
}
map MAP27
{
levelpic = "CWILV26"
levelname = "Palace of Red"
next = "MAP28"
skytexture = "SKY3"
music = "D_ROMER2"
}
map MAP28
{
levelpic = "CWILV27"
levelname = "Grim Redoubt"
next = "MAP29"
skytexture = "SKY3"
music = "D_TENSE"
}
map MAP29
{
levelpic = "CWILV28"
levelname = "Melting Point"
next = "MAP30"
skytexture = "SKY3"
music = "D_SHAWN3"
}
map MAP30
{
levelpic = "CWILV29"
levelname = "Jaws of Defeat"
skytexture = "SKY3"
endcast = true
music = "D_OPENIN"
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.
On the other side you see a small town.
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."
}
map MAP31
{
levelpic = "CWILV30"
levelname = "Be Quiet"
next = "MAP16"
nextsecret = "MAP32"
skytexture = "SKY2"
music = "D_EVIL"
interbackdrop = "AQF021"
intertextsecret = "Forcibly uncaged again. Good job.
But where are you? The air and gravity
still feel like whatever planet that
strange prison had been on.
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..."
}
map MAP32
{
levelpic = "CWILV31"
levelname = "Not Sure"
next = "MAP16"
skytexture = "SKY2"
music = "D_ULTIMA"
}

92
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@ -0,0 +1,92 @@
===========================================================================
Advanced engine needed : Vanilla-compatible
Primary purpose : Single + coop play
===========================================================================
Title : Freedoom: Phase 2
Filename : freedoom2.wad
Release date : 2024-01-29
Author : The Freedoom Project
Version : 0.13.0
Other Files By Author : Freedoom: Phase 1, FreeDM
Misc. Author Info : Contributors to the Freedoom Project
Description : The Freedoom project aims to provide all the
content needed to form a complete, entirely
free/libre game for the Doom engine. It is designed
to be compatible with most custom levels, music,
graphics and other modifications (mods) made for
the original Doom games by Doom fans and artists
over the decades.
Additional Credits to : See the CREDITS file
===========================================================================
* What is included *
New levels : 32
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : Since 2001
Editor(s) used : DeuTex
Known Bugs : Please report bugs to
https://github.com/freedoom/freedoom/issues
May Not Run With : None
Tested With : Chocolate Doom, Crispy Doom, Odamex, GZDoom
* Copyright / Permissions *
Copyright © 2001-2024
Contributors to the Freedoom project. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the Freedoom project nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS
IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
For a list of contributors to the Freedoom project, see the file
CREDITS.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: https://freedoom.github.io/