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dehacked: rewrite intermission texts.
Reposting #868 because that was way too many commits. The current ones have lots of sentence fragments that are somehow austere in tone while still having lots of unnecessary words - a combination that doesn't exactly flow too well. This is an attempt to rewrite a lot of them while trying to keep all the critical elements of each. A lot of the "it doesn't matter, who cares" / "oh. a trap. AGAIN." talk also felt like it would pull the reader out of the game, however in-character it was clearly intended. (I understand it's inspired by "where's your fat reward and ticket home" from Doom E1 but if you look at all the other id intermission texts things are much more triumphant and hopeful in tone - D2's "There must be a way to close it on the other side. What do you care if you've got to go through Hell to get to it?" is more bravado than despair.) Replaced some things that create expectations of specific things to be found in the very next map but aren't there - the Map06-7 lift (you start on a teleporter pad), the Map11-12 platform bolts (you start just inside the door), the "massive doors" of the Military Labs (you start on the end teleporter immediately after E1M8), etc.. "Dissipitates" isn't exactly release-quality standard diction. Some lines were rearranged so that natural sentence and phrase breaks coincide with line breaks - everything has been tested on Chocolate, it seems we do have more room to work with than the previous writers seem to have thought. (If someone out there *specifically intended* to make sure the sentences spill over into the next line in the absence of a paragraph break I'm willing to listen to reasoned argument about it.) I have, of course, left the iconic final three lines of Phase Two untouched.
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@ -413,49 +413,47 @@ NIGHTMARE = The game is not designed to be\n\
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really that good - or bored.\n\n\
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(Press Y to confirm)
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# End-of-episode texts, now with a consistent story. Feel free to edit them.
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E1TEXT = You've made it out of the outpost.\n\
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But you're still stuck on this rock.\n\
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AGM sure has been busy with their\n\
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"experiments," with those monsters\n\
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infesting that dreadful place. You are\n\
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an experiment as well, so who cares?\n\
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There weren't any ships inside the\n\
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outpost. The only section that might\n\
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have one is the Military Labs. The\n\
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very place you got your strength\n\
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from. Damned AGM scientists.\n\n\
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This nightmare is too much. You\n\
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step through the massive doors of\n\
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the Military Labs.\n\n\
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There could be a way to escape in there.
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E2TEXT = The massive brutes collapse onto\n\
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the ground. They fall apart bit by bit.\n\
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Unfortunately, there was no ship\n\
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here either. The Labs have bizarre\n\
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technology though. Like this one.\n\n\
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A huge teleporter machine, set for...\n\
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A place called Horizon?\n\n\
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You never heard of such a thing before.\n\
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Maybe it's another AGM facility.\n\
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Meaning there could be a ship on\n\
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the other side. Sounds like a good\n\
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plan. Or at least, as good as it gets.\n\n\
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Next stop, Horizon.
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E3TEXT = The abomination explodes into\n\
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oblivion. That's that. Horizon is a\n\
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whole new world, not a facility.\n\
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Even worse than the outpost you\n\
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rotted away for years in. Meaning\n\
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you're still trapped.\n\n\
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An AGM teleporter is here somehow.\n\
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They must have been here, then.\n\
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The teleporter is set for a facility\n\
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called "Double Impact," which is a\n\
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ridiculous name. Who cares? All\n\
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you need is a working ship.\n\n\
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You drop all your weapons on\n\
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the ground and step on the platform,\n\
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reintegrating on Double Impact.
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E1TEXT = Free at last from that dreadful outpost!\n\
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But you're still stuck on this rock, with\n\
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AGM and all their monstrous "experiments."\n\
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Best not to dwell on what evil horrors\n\
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they were going to create from you...\n\n\
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You need a functioning starship to\n\
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get back to Earth. The best chance at\n\
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one is the facility they had you in\n\
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when they first brought you planetside.\n\
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When they first gave you your powers.\n\n\
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When the nightmare first began...\n\n\
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Perfect time for the teleporter to\n\
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glitch out your gear as you get ready\n\
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to raid the Military Labs.
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E2TEXT = The massive brutes collapse onto the\n\
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ground, falling apart bit by bit.\n\
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The starport is yours.\n\n\
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But where is the ship? In the launch bay\n\
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you find only one enormous teleporter.\n\
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Limited inorganics. Fixed destination.\n\n\
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You've never heard of this "Horizon."\n\n\
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Probably another AGM outpost, which means\n\
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you should be able to find a ship on the\n\
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other side. Which means you've got a plan -\n\
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not a good plan, but as good as it gets.\n\n\
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You board the platform and fade away.\n\
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Next stop: Horizon.
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E3TEXT = The abomination explodes into oblivion.\n\
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You, however, remain grounded on Horizon -\n\
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a world even worse than the one that had\n\
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you rotting away in a cage for years.\n\n\
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Which means you're still trapped.\n\n\
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Deep beneath the monster's lair is another\n\
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interplanetary teleporter, this time set\n\
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for a place unhelpfully described only as\n\
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"Double Impact." There's nothing in any AGM\n\
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archives you've found under this name, but\n\
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teleporters can only go so far - you've got\n\
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to find a functioning ship somewhere!\n\n\
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You drop your gear and get on the pad,\n\
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reintegrating on yet another new world...
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E4TEXT = After yet another army of monsters\n\
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you manage to find a functioning ship.\n\
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Looks like freedom is yours.\n\n\
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@ -463,10 +461,10 @@ E4TEXT = After yet another army of monsters\n\
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pilot's seat, a luxurious welcome\n\
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as you leave this wretched rock.\n\n\
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The ship rumbles as she wakes up;\n\
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you think of Earth as she lifts off.\n\
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Hopefully, AGM won't find you there:\n\
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they've got the outbreak to deal\n\
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with, so that'll give you some time.\n\n\
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you think of Earth as she lifts off.\n\n\
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Hopefully AGM won't find you there:\n\
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they've got the outbreak to deal with,\n\
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so that'll give you some time.\n\n\
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Destination: Earth!
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#ifdef FREEDM
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# After MAP06, before MAP07:
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@ -507,55 +505,53 @@ C6TEXT = You're playing FreeDM, the Freedoom\n\
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https://freedoom.github.io/
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#else
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# After MAP06, before MAP07:
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C1TEXT = You've found your way to the\n\
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complex's outer storage warehouse.\n\
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Not even Earth was safe from the\n\
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monsters. This AGM space terminal\n\
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is a lost cause. Best to get out.\n\n\
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You press the panel to call the lift.\n\
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It slowly lowers, then speeds up.\n\
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Growls come along with it.\n\
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Looks like you're not alone here.\n\n\
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C1TEXT = Not even Earth is safe from these monsters.\n\
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This AGM space terminal is a lost cause.\n\
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Best to get out.\n\n\
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The teleporter infrastructure seems\n\
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pretty much completely intact.\n\
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You find an old one and boot it up.\n\
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Connection live. Handshake established.\n\n\
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Growling and chittering on the intercom.\n\n\
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Planted your feet.\n\n\
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Checked your weapons.\n\n\
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Time to go up.
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Time to punch through.
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# After MAP11, before MAP12:
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C2TEXT = The facility is gone, no doubt there.\n\
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You didn't find anyone alive.\n\
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But you don't want to keep fighting\n\
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either. You are only human.\n\
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There's a teleporter here, set for\n\
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a city unknown to you. City means\n\
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people, right?\n\n\
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The bolts holding the platform\n\
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fly off over the ledge. The place\n\
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is falling apart. You quickly step on\n\
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the platform and reappear at the city.\n\
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It's been destroyed to the ground.\n\n\
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You can't go back either.
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You didn't find anyone alive.\n\n\
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The fighting is taking its toll on you.\n\
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The pain. The brutality. The loneliness.\n\
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There's got to be a way to somewhere,\n\
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something that isn't... this.\n\n\
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A train rumbles in the distance.\n\n\
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You follow the sound down the empty road\n\
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and reach the edge of a railyard.\n\n\
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Trains mean cities.\n\
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Cities mean people.\n\n\
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Right?
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# After MAP20, before MAP21:
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C3TEXT = There is no AGM here. No humans.\n\
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Just monsters and monsters.\n\
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And you.\n\
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C3TEXT = You'll find no AGM here. No humans.\n\
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Just monsters and monsters.\n\n\
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And you.\n\n\
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You've been tracking their movements\n\
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and comparing notes with AGM's records.\n\
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Everything seems to lead to one central\n\
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entity sending them out, worming its way\n\
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to Earth through AGM's teleporter network.\n\n\
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All you need to do now is find this entity\n\
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and destroy it, if you ever want to see\n\
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the constant fighting come to an end.\n\n\
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This could be the beginning of\n\
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your freedom.\n\
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The finale of this endless fighting\n\
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against the monsters.\n\
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No man has ever survived in this\n\
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wasteland.\n\n\
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Other than you, that is.\n\
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Maybe AGM saw this place.\n\
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But never got through here.\n\
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Either way, it doesn't matter.\n\n\
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You're stuck here once again.
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your freedom - or your doom.
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# After MAP30 (endgame text):
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C4TEXT = The evil thing becomes unstable.\n\n\
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Its final roars echo throughout the\n\
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room until it crumples into scrap metal.\n\
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A portal opens up, and in it, you see a\n\
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small town. You jump in quickly.\n\
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AGM learned its lesson this time.\n\n\
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Hopefully.\n\n\
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C4TEXT = The evil thing becomes unstable.\n\
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Its final roars echo throughout the room\n\
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until it crumples into scrap metal.\n\n\
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A targeting portal opens, blissfully\n\
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unaware of its master's demise.\n\n\
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On the other side you see a small town.\n\
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You ditch your weapons and slip through,\n\
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leaving AGM and all its horrors behind.\n\n\
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No one will know who saved them.\n\n\
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No one will know what happened here.\n\n\
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No one will ever find you again.
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@ -570,16 +566,14 @@ C5TEXT = You step onto the machine and\n\
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You silently bring out\n\
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your gun, ready to kill.
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# Before MAP32 (secret level #2):
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C6TEXT = The world dissipitates around\n\
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you. You got out of that trap. Only\n\
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to find yourself inside another.\n\
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C6TEXT = The world dissipates around you.\n\
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As the glow of the teleporter\n\
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subsides, it looks like you may\n\
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have made a wrong turn.\n\n\
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subsides, a sinking feeling sets in\n\
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that you may have made a wrong turn.\n\n\
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Again.\n\n\
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The world comes back to you.\n\
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The monsters you fought before\n\
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raise their weapons,\n\n\
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raise their weapons,\n\
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aiming for your head.
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#endif
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BGFLATE1 = AQF051
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