freedoom/lumps/dehacked/dehacked.txt
Xindage 05f31d62bd
DM25 (Major edit): (#1483)
> I recycled a old version of this map.
> Layout was made simple and clear.
> Increase the general size of the map and added a new area to fit deathmatch better.
Name: Tripod keep
2025-02-09 02:31:55 -03:00

727 lines
26 KiB
Text

Patch File for DeHackEd v3.0
Doom version = 19
Patch format = 6
# SPDX-License-Identifier: BSD-3-Clause
# The following changes turn on full brightness for a few firing frames,
# since these they show gun flashes and it looks weird if they aren't full
# brightness. Doom itself has this problem too but it's more noticeable with
# the Freedoom sprites.
# Zombie
Frame 185
Sprite subnumber = 32773
# Minigun zombie
Frame 419
Sprite subnumber = 32773
# Assault tripod
Frame 685
Sprite subnumber = 32773
Frame 687
Sprite subnumber = 32773
Frame 689
Sprite subnumber = 32773
# A_PosAttack and A_CPosAttack use identical formulae
# and the same number of RNG calls to determine the
# attack; the only difference other than the way the
# information is organized is the sound being played.
# Having the minigunner and sailor call A_PosAttack
# makes them not sound confusingly similar to the large
# technospider's much more powerful shotgunguy-like attack.
# Minigunner using A_PosAttack
Pointer 234 (Frame 417)
Codep Frame = 185
Pointer 235 (Frame 418)
Codep Frame = 185
# Sailor using A_PosAttack
Pointer 234 (Frame 738)
Codep Frame = 185
Pointer 235 (Frame 740)
Codep Frame = 185
# The super shotgun's first frame is 7 tics long before it
# begins its reload sequence, but the muzzle flash animation
# totals 9 tics, causing the flash to trail behind the gun.
# This shortens the flash down to exactly 7 tics.
Frame 47
Duration = 4
Frame 48
Duration = 3
# This is a magic comment recognized by Chocolate Doom, so that the
# BEX [STRINGS] section below will be parsed:
#
# *allow-extended-strings*
[PARS]
#ifndef FREEDM
# Par times. The BEX format requires these to be specified in number
# of seconds, but for convenience we include the min:sec value in a
# comment. Comment also indicates when the run was done - ideally
# this should be re-done for every new release. Times are rounded
# to nearest half-minute.
#ifdef PHASE1
par 1 1 30 # 00:30 - Voros for v0.12 - 2017/03
par 1 2 120 # 02:00 - Voros for v0.12 - 2017/03
par 1 3 150 # 02:30 - Voros for v0.12 - 2017/03
par 1 4 180 # 03:00 - Voros for v0.12 - 2017/03
par 1 5 90 # 01:30 - Voros for v0.12 - 2017/03
par 1 6 390 # 06:30 - Voros for v0.12 - 2017/03
par 1 7 690 # 11:30 - Voros for v0.12 - 2017/03
par 1 8 60 # 01:00 - Voros for v0.12 - 2017/03
par 1 9 240 # 04:00 - m for v0.13 - 2023/04
par 2 1 120 # 02:00 - Voros for v0.12 - 2017/03
par 2 2 150 # 02:30 - Voros for v0.12 - 2017/03
par 2 3 180 # 03:00 - Voros for v0.12 - 2017/03
par 2 4 270 # 04:30 - Voros for v0.12 - 2017/03
par 2 5 300 # 05:00 - Voros for v0.12 - 2017/03
par 2 6 150 # 02:30 - Voros for v0.12 - 2017/03
par 2 7 120 # 02:00 - Voros for v0.12 - 2017/03
par 2 8 120 # 02:00 - Voros for v0.12 - 2017/03
par 2 9 360 # 06:00 - Voros for v0.12 - 2017/03
par 3 1 30 # 00:30 - Voros for v0.12 - 2017/03
par 3 2 120 # 02:00 - Voros for v0.12 - 2017/03
par 3 3 240 # 04:00 - Voros for v0.12 - 2017/03
par 3 4 270 # 04:30 - Voros for v0.12 - 2017/03
par 3 5 0 # 00:00
par 3 6 180 # 03:00 - Voros for v0.12 - 2017/03
par 3 7 300 # 05:00 - Voros for v0.12 - 2017/03
par 3 8 60 # 01:00 - Voros for v0.12 - 2017/03
par 3 9 570 # 09:30 - Voros for v0.12 - 2017/03
#else
par 1 30 # 00:30 - Voros for v0.11 - 2017/02
par 2 90 # 01:30 - Voros for v0.11 - 2017/02
par 3 120 # 02:00 - Voros for v0.11 - 2017/02
par 4 120 # 02:00 - Voros for v0.11 - 2017/02
par 5 150 # 02:30 - Voros for v0.11 - 2017/02
par 6 90 # 01:30 - Voros for v0.11 - 2017/02
par 7 150 # 02:30 - Voros for v0.11 - 2017/02
par 8 330 # 05:30 - Voros for v0.11 - 2017/02
par 9 150 # 02:30 - Voros for v0.11 - 2017/02
par 10 120 # 02:00 - Voros for v0.11 - 2017/02
par 11 420 # 07:00 - Voros for v0.11 - 2017/02
par 12 630 # 10:30 - Voros for v0.11 - 2017/02
par 13 180 # 03:00 - Voros for v0.11 - 2017/02
par 14 150 # 02:30 - Voros for v0.11 - 2017/02
par 15 510 # 08:30 - Voros for v0.11 - 2017/02
par 16 120 # 02:00 - Voros for v0.11 - 2017/02
par 17 120 # 02:00 - Voros for v0.11 - 2017/02
par 18 180 # 03:00 - Voros for v0.11 - 2017/02
par 19 210 # 03:30 - Voros for v0.11 - 2017/02
par 20 420 # 07:00 - Voros for v0.11 - 2017/02
par 21 330 # 05:30 - Voros for v0.11 - 2017/02
par 22 420 # 07:00 - Voros for v0.11 - 2017/02
par 23 240 # 04:00 - Voros for v0.11 - 2017/02
par 24 420 # 07:00 - Catoptromancy OLD run for v0.7
par 25 600 # 10:00 - Voros for v0.11 - 2017/02
par 26 270 # 04:30 - Voros for v0.11 - 2017/02
par 27 690 # 11:30 - Voros for v0.11 - 2017/02
par 28 450 # 07:30 - Voros for v0.11 - 2017/02
par 29 300 # 05:00 - Voros for v0.11 - 2017/02
par 30 60 # 01:00 - Voros for v0.11 - 2017/02
par 31 60 # 01:00 - Voros for v0.11 - 2017/02
par 32 210 # 03:30 - Voros for v0.11 - 2017/02
#endif
#else
# Par times don't matter so much for FreeDM, just set all to zero.
par 1 0
par 2 0
par 3 0
par 4 0
par 5 0
par 6 0
par 7 0
par 8 0
par 9 0
par 10 0
par 11 0
par 12 0
par 13 0
par 14 0
par 15 0
par 16 0
par 17 0
par 18 0
par 19 0
par 20 0
par 21 0
par 22 0
par 23 0
par 24 0
par 25 0
par 26 0
par 27 0
par 28 0
par 29 0
par 30 0
par 31 0
par 32 0
#endif
[STRINGS]
# Text shown on startup in Boom-compatible ports. This is all in
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
#ifdef FREEDM
STARTUP5============================================================================\nThis is FreeDM, the free content deathmatch FPS.\n\nFreeDM is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
#else
STARTUP5============================================================================\nThis is Freedoom, the free content first person shooter.\n\nFreedoom is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
#endif
GOTARMOR = Put on a force field vest.
GOTMEGA = Put on the attuned force field armor!
GOTHTHBONUS = Health boosted!
GOTARMBONUS = Armor boosted!
GOTSTIM = Took a health refill.
GOTMEDINEED = Took a large health refill. Never give up!
GOTMEDIKIT = Took a large health refill.
GOTSUPER = Ectoplasmic surge!
GOTBLUECARD = Blue passcard secured!
GOTYELWCARD = Yellow passcard secured!
GOTREDCARD = Red passcard secured!
GOTBLUESKUL = Blue skeleton key secured!
GOTYELWSKUL = Yellow skeleton key secured!
GOTREDSKULL = Red skeleton key secured!
GOTINVUL = Vanguard of the gods!
GOTBERSERK = Smash them to pieces!
GOTINVIS = Invisibility!
GOTSUIT = Rescue operations suit.
GOTMAP = Area survey map.
GOTVISOR = Low-light goggles.
GOTMSPHERE = Negentropic surge!
GOTCLIP = Picked up some bullets.
GOTCLIPBOX = Picked up a case of bullets.
GOTROCKET = Picked up a missile.
GOTROCKBOX = Picked up a crate of missiles.
GOTCELL = Picked up an energy recharge.
GOTCELLBOX = Picked up a large energy recharge.
GOTSHELLS = Picked up some shotgun shells.
GOTSHELLBOX = Picked up a box of shotgun shells.
GOTBACKPACK = A backpack for all your ammo storage needs!
GOTBFG9000 = Got the SKAG 1337... time to kick some ass!
GOTCHAINGUN = Got the minigun!
GOTCHAINSAW = Got the ripsaw!
GOTLAUNCHER = Got the missile launcher!
GOTPLASMA = Got the polaric energy weapon!
GOTSHOTGUN = Got the pump-action shotgun!
GOTSHOTGUN2 = Got the double-barrelled shotgun!
TAG_FIST = fist
TAG_BFG9000 = SKAG 1337
TAG_CHAINGUN = minigun
TAG_CHAINSAW = ripsaw
TAG_ROCKETLAUNCHER = missile launcher
TAG_PLASMARIFLE = polaric energy weapon
TAG_SHOTGUN = pump-action shotgun
TAG_SUPERSHOTGUN = double-barrelled shotgun
PD_BLUEO = Blue key needed.
PD_REDO = Red key needed.
PD_YELLOWO = Yellow key needed.
PD_BLUEK = Blue key needed for this door.
PD_REDK = Red key needed for this door.
PD_YELLOWK = Yellow key needed for this door.
PD_BLUEC = Blue passcard needed for this door.
PD_REDC = Red passcard needed for this door.
PD_YELLOWC = Yellow passcard needed for this door.
PD_BLUES = Blue skeleton key needed for this door.
PD_REDS = Red skeleton key needed for this door.
PD_YELLOWS = Yellow skeleton key needed for this door.
PD_ANY = Any key will open this door.
PD_ALL3 = This door requires all three keys.
PD_ALL6 = This door requires all six keys!
HUSTR_E1M1 = E1M1: Outer Prison
HUSTR_E1M2 = E1M2: Communications Center
HUSTR_E1M3 = E1M3: Waste Disposal
HUSTR_E1M4 = E1M4: Supply Depot
HUSTR_E1M5 = E1M5: Cloudspire Keep
HUSTR_E1M6 = E1M6: Training Facility
HUSTR_E1M7 = E1M7: Xenobiotic Materials Lab
HUSTR_E1M8 = E1M8: Outpost Quarry
HUSTR_E1M9 = E1M9: Nutrient Recycling
HUSTR_E2M1 = E2M1: Elemental Gate
HUSTR_E2M2 = E2M2: Shifter
HUSTR_E2M3 = E2M3: Reclaimed Facilities
HUSTR_E2M4 = E2M4: Flooded Installation
HUSTR_E2M5 = E2M5: Underground Hub
HUSTR_E2M6 = E2M6: Hidden Sector
HUSTR_E2M7 = E2M7: Control Complex
HUSTR_E2M8 = E2M8: Containment Cell
HUSTR_E2M9 = E2M9: Fortress 31
HUSTR_E3M1 = E3M1: Land of the Lost
HUSTR_E3M2 = E3M2: Geothermal Tunnels
HUSTR_E3M3 = E3M3: Sacrificial Bastion
HUSTR_E3M4 = E3M4: Oblation Temple
HUSTR_E3M5 = E3M5: Infernal Hallows
HUSTR_E3M6 = E3M6: Igneous Intrusion
HUSTR_E3M7 = E3M7: No Regrets
HUSTR_E3M8 = E3M8: Ancient Lair
HUSTR_E3M9 = E3M9: Acquainted With Grief
HUSTR_E4M1 = E4M1: Maintenance Area
HUSTR_E4M2 = E4M2: Research Complex
HUSTR_E4M3 = E4M3: Central Computing
HUSTR_E4M4 = E4M4: Hydroponic Facility
HUSTR_E4M5 = E4M5: Engineering Station
HUSTR_E4M6 = E4M6: Command Center
HUSTR_E4M7 = E4M7: Waste Treatment
HUSTR_E4M8 = E4M8: Launch Bay
HUSTR_E4M9 = E4M9: Operations
CC_ZOMBIE = zombie
CC_SHOTGUN = shotgun zombie
CC_HEAVY = minigun zombie
CC_IMP = serpentipede
CC_DEMON = flesh worm
CC_LOST = hatchling
CC_CACO = trilobite
CC_HELL = pain bringer
CC_BARON = pain lord
CC_ARACH = technospider
CC_PAIN = matribite
CC_REVEN = octaminator
CC_MANCU = combat slug
CC_ARCH = necromancer
CC_SPIDER = large technospider
CC_CYBER = assault tripod
CC_HERO = savior of humanity
#ifdef FREEDM
HUSTR_1 = DM01: Tech Test
HUSTR_2 = DM02: Sauna Fissure
HUSTR_3 = DM03: Plain Arena
HUSTR_4 = DM04: Steel
HUSTR_5 = DM05: Dense Fields
HUSTR_6 = DM06: Temple of Ammon
HUSTR_7 = DM07: Main Stronghold
HUSTR_8 = DM08: Artifact Base
HUSTR_9 = DM09: Industrial Outland
HUSTR_10 = DM10: Detached Grounds
HUSTR_11 = DM11: Isolated Facility
HUSTR_12 = DM12: Up 'n' Down Canyon
HUSTR_13 = DM13: Unholy Blood
HUSTR_14 = DM14: Technical Assault
HUSTR_15 = DM15: Shallow Complex
HUSTR_16 = DM16: Barren Alleys
HUSTR_17 = DM17: Underwoods
HUSTR_18 = DM18: Deserted Courtyard
HUSTR_19 = DM19: Unwanted Backyard
HUSTR_20 = DM20: Terra Mortis
HUSTR_21 = DM21: Refinery
HUSTR_22 = DM22: Military Depot
HUSTR_23 = DM23: Testing Grounds
HUSTR_24 = DM24: Flooded Base
HUSTR_25 = DM25: Tripod keep
HUSTR_26 = DM26: Crater Excavation
HUSTR_27 = DM27: The Exile
HUSTR_28 = DM28: Weapons Factory
HUSTR_29 = DM29: Unusual Territory
HUSTR_30 = DM30: Last Man Standing
HUSTR_31 = DM31: Desolated Fort
HUSTR_32 = DM32: Fourplay
#else
HUSTR_1 = MAP01: Hydroelectric Plant
HUSTR_2 = MAP02: Filtration Tunnels
HUSTR_3 = MAP03: Crude Processing Center
HUSTR_4 = MAP04: Containment Bay
HUSTR_5 = MAP05: Sludge Burrow
HUSTR_6 = MAP06: Janus Terminal
HUSTR_7 = MAP07: Logic Gate
HUSTR_8 = MAP08: Astronomy Complex
HUSTR_9 = MAP09: Datacenter
HUSTR_10 = MAP10: Deadly Outlands
HUSTR_11 = MAP11: Dimensional Rift Observatory
HUSTR_12 = MAP12: Railroads
HUSTR_13 = MAP13: Station Earth
HUSTR_14 = MAP14: Nuclear Zone
HUSTR_15 = MAP15: Hostile Takeover
HUSTR_16 = MAP16: Urban Jungle
HUSTR_17 = MAP17: City Capitol
HUSTR_18 = MAP18: Aquatics Lab
HUSTR_19 = MAP19: Sewage Control
HUSTR_20 = MAP20: Blood Ember Fortress
HUSTR_21 = MAP21: Under Realm
HUSTR_22 = MAP22: Remanasu
HUSTR_23 = MAP23: Underground Facility
HUSTR_24 = MAP24: Abandoned Teleporter Lab
HUSTR_25 = MAP25: Persistence of Memory
HUSTR_26 = MAP26: Dark Depths
HUSTR_27 = MAP27: Palace of Red
HUSTR_28 = MAP28: Grim Redoubt
HUSTR_29 = MAP29: Melting Point
HUSTR_30 = MAP30: Jaws of Defeat
HUSTR_31 = MAP31: Be Quiet
HUSTR_32 = MAP32: Not Sure
#endif
# Final Doom level strings, left blank
PHUSTR_1 = MAP01
PHUSTR_2 = MAP02
PHUSTR_3 = MAP03
PHUSTR_4 = MAP04
PHUSTR_5 = MAP05
PHUSTR_6 = MAP06
PHUSTR_7 = MAP07
PHUSTR_8 = MAP08
PHUSTR_9 = MAP09
PHUSTR_10 = MAP10
PHUSTR_11 = MAP11
PHUSTR_12 = MAP12
PHUSTR_13 = MAP13
PHUSTR_14 = MAP14
PHUSTR_15 = MAP15
PHUSTR_16 = MAP16
PHUSTR_17 = MAP17
PHUSTR_18 = MAP18
PHUSTR_19 = MAP19
PHUSTR_20 = MAP20
PHUSTR_21 = MAP21
PHUSTR_22 = MAP22
PHUSTR_23 = MAP23
PHUSTR_24 = MAP24
PHUSTR_25 = MAP25
PHUSTR_26 = MAP26
PHUSTR_27 = MAP27
PHUSTR_28 = MAP28
PHUSTR_29 = MAP29
PHUSTR_30 = MAP30
PHUSTR_31 = MAP31
PHUSTR_32 = MAP32
THUSTR_1 = MAP01
THUSTR_2 = MAP02
THUSTR_3 = MAP03
THUSTR_4 = MAP04
THUSTR_5 = MAP05
THUSTR_6 = MAP06
THUSTR_7 = MAP07
THUSTR_8 = MAP08
THUSTR_9 = MAP09
THUSTR_10 = MAP10
THUSTR_11 = MAP11
THUSTR_12 = MAP12
THUSTR_13 = MAP13
THUSTR_14 = MAP14
THUSTR_15 = MAP15
THUSTR_16 = MAP16
THUSTR_17 = MAP17
THUSTR_18 = MAP18
THUSTR_19 = MAP19
THUSTR_20 = MAP20
THUSTR_21 = MAP21
THUSTR_22 = MAP22
THUSTR_23 = MAP23
THUSTR_24 = MAP24
THUSTR_25 = MAP25
THUSTR_26 = MAP26
THUSTR_27 = MAP27
THUSTR_28 = MAP28
THUSTR_29 = MAP29
THUSTR_30 = MAP30
THUSTR_31 = MAP31
THUSTR_32 = MAP32
HUSTR_PLRGREEN = g:
HUSTR_PLRINDIGO = i:
HUSTR_PLRBROWN = b:
HUSTR_PLRRED = r:
AMSTR_FOLLOWON = Map following player.
AMSTR_FOLLOWOFF = Map no longer following player.
AMSTR_GRIDON = Map grid on.
AMSTR_GRIDOFF = Map grid off.
AMSTR_MARKEDSPOT = Added map bookmark.
AMSTR_MARKSCLEARED = All map bookmarks cleared.
STSTR_MUS = Music changed.
STSTR_NOMUS = Unknown music track?
STSTR_DQDON = God mode on.
STSTR_DQDOFF = God mode off.
STSTR_KFAADDED = Keys, weapons and ammo added.
STSTR_FAADDED = Weapons and ammo added.
STSTR_NCON = Noclip on.
STSTR_NCOFF = Noclip off.
STSTR_CHOPPERS = Vroom!
STSTR_BEHOLD = vanguard, smash, invis, rescue, area or light?
NIGHTMARE = The game is not designed to be\n\
beatable at this skill level.\n\n\
Not recommended unless you're\n\
really that good - or bored.\n\n\
(Press Y to confirm)
# End-of-episode texts, now with a consistent story. Feel free to edit them.
E1TEXT = Free at last from that dreadful outpost!\n\
But you're still stuck on this rock, with\n\
AGM and all their monstrous "experiments."\n\
Best not to dwell on what evil horrors\n\
they were going to create from you...\n\n\
Damn alien teleporter ate your gear.\n\
The air is hot and muggy, and smells of\n\
strange, intoxicating vegetation. You see\n\
what looks like AGM corpo tech patched\n\
over old, overgrown alien structures.\n\
Nothing close to the tech needed for this\n\
existed at the outpost, meaning there must\n\
be a starport nearby. To Earth. To freedom.\n\n\
Just gotta hope that ship will launch\n\
from these routed, infested ruins...
E2TEXT = The massive brutes collapse onto the\n\
ground, falling apart bit by bit.\n\
The starport is yours.\n\n\
But no ship: the launch bay sits empty,\n\
leaving only a massive teleporter pad.\n\
Limited inorganics. Fixed destination.\n\n\
The name suggests it's probably the new\n\
AGM ship hub in this remote star cluster.\n\
Bastards owe you for what they've done,\n\
so what even is interstellar piracy\n\
but a bit of D.I.Y. law enforcement?\n\n\
You board the platform and fade away.\n\
Next stop: Horizon.
E3TEXT = The abomination explodes into oblivion.\n\
What the hell even was that?\n\n\
As the shadow sets over this red rock,\n\
you realize that you're now trapped here.\n\
At least you've got more space in this\n\
wasteland than your old cell.\n\n\
You kick the corpse in anger, and it feels\n\
good. You kick it again, and a remote falls\n\
out. You press the button, and the ground\n\
gives way to reveal a teleporter. You look\n\
at the gizmo - it says "To Double Impact."\n\n\
Wherever or whatever that is, you pray\n\
to any listening deity that there's\n\
a working ship on the other side.
E4TEXT = Suppressing fire echoes above as the last\n\
survivors flee the ship. The launch process\n\
is irreversible: killing you now would only\n\
bring a slow death drifting through space.\n\n\
Fifty-nine. Fifty-eight. Fifty-seven. . .\n\
You melt into the pilot's seat, lost in the\n\
voice of an automated assembly of angels\n\
delivering you from this wretched rock.\n\n\
The ship rumbles as she wakes up;\n\
you think of Earth as she lifts off.\n\
Hopefully AGM won't find you there:\n\
they've got the outbreak to deal with,\n\
so that'll give you some time.\n\n\
Destination: Earth!
#ifdef FREEDM
# After MAP06, before MAP07:
C1TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP11, before MAP12:
C2TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP20, before MAP21:
C3TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP30 (endgame text):
C4TEXT = Thank you for playing FreeDM, the\n\
Freedoom deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# Before MAP31 (secret level #1):
C5TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# Before MAP32 (secret level #2):
C6TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
#else
# After MAP06, before MAP07:
C1TEXT = Not even Earth is safe. The monsters show\n\
up ahead of you everywhere you run.\n\
Where are they even coming from?\n\n\
Despite all the other destruction they've\n\
wrought, the teleportation infrastructure\n\
remains intact - you might be able to\n\
get back to civilization this way.\n\n\
You find an old pad and boot it up.\n\
Connection live. Handshake established.\n\n\
Growling and chittering on the intercom.\n\n\
Planted your feet.\n\
Checked your weapons.\n\
Time to punch through.
# After MAP11, before MAP12:
C2TEXT = You didn't find anyone alive. Again.\n\n\
The fighting is taking its toll on you.\n\
The pain. The brutality. The loneliness.\n\
There's got to be a way to somewhere,\n\
something that isn't... this.\n\n\
A train rumbles in the distance.\n\n\
You follow the sound down the empty road\n\
and reach the edge of a railyard.\n\n\
Trains mean cities.\n\
Cities mean people.\n\n\
Right?
# After MAP20, before MAP21:
C3TEXT = Here is no AGM but only monsters.\n\
Monsters, no humans and dusty days\n\
sleeping in old ruins and eating scraps.\n\
No one has escaped this wasteland alive.\n\n\
You've been tracking their movements.\n\
AGM records and alien scrawlings point\n\
to something big worming its way through\n\
the entire teleportation network.\n\
Sending its nightmare armies of brain-\n\
scrambled sapients - including humans -\n\
to conquer all known space.\n\n\
And now you're fighting at its doorstep.\n\n\
This could be the beginning\n\
of your freedom - or your doom.
# After MAP30 (endgame text):
C4TEXT = The evil thing becomes unstable.\n\
Its final roars echo throughout the room\n\
until it crumples into scrap metal.\n\n\
A targeting portal opens, blissfully\n\
unaware of its master's demise.\n\n\
On the other side you see a small town.\n\
You ditch your weapons and slip through,\n\
leaving AGM and all its horrors behind.\n\n\
No one will know who saved them.\n\n\
No one will know what happened here.\n\n\
No one will ever find you again.
# Before MAP31 (secret level #1):
C5TEXT = You step into the teleporter. You feel a\n\
familiar flash and... you're in a cage?\n\
Jailed?\n\n\
There are other cages in here. Occupied.\n\
So is this how they capture humans?\n\
Or did they set this up specially for you,\n\
as a reward for being such a monkey wrench\n\
in their plans?\n\n\
The guards haven't noticed you - yet.\n\
Any noise could mean death. Or worse.\n\n\
When they zombify you, are you awake the\n\
entire time, locked inside of your brain?\n\n\
You'd rather not find out.
# Before MAP32 (secret level #2):
C6TEXT = Forcibly uncaged again. Good job.\n\n\
But where are you? The air and gravity\n\
still feel like whatever planet that\n\
strange prison had been on.\n\n\
You look around and the layout triggers\n\
some old memories from history class.\n\n\
This is an arena.\n\
Where they send prisoners to die.\n\
That wasn't an exit - but an entrance.\n\n\
You will find your way back to the city,\n\
but it will have to be on the other side\n\
of a few homicidal mutants...
#endif
BGFLATE1 = AQF051
BGFLATE2 = AQF054
BGFLATE3 = FLAT5_2
BGFLATE4 = AQF075
BGFLAT06 = AQF016
BGFLAT11 = AQF001
BGFLAT20 = FLAT5_6
BGFLAT30 = SLIME13
BGFLAT15 = AQF004
BGFLAT31 = AQF021
# Obituary texts, for ports that use them.
OB_STEALTHBABY = %o thought %g saw a technospider.
OB_STEALTHVILE = %o thought %g saw a necromancer.
OB_STEALTHBARON = %o thought %g saw a pain lord.
OB_STEALTHCACO = %o thought %g saw a trilobite.
OB_STEALTHCHAINGUY = %o thought %g saw a minigun zombie.
OB_STEALTHDEMON = %o thought %g saw a flesh worm.
OB_STEALTHKNIGHT = %o thought %g saw a pain bringer.
OB_STEALTHIMP = %o thought %g saw a serpentipede.
OB_STEALTHFATSO = %o thought %g saw a combat slug.
OB_STEALTHUNDEAD = %o thought %g saw an octaminator.
OB_STEALTHSHOTGUY = %o thought %g saw a shotgun zombie.
OB_STEALTHZOMBIE = %o thought %g saw a zombie.
OB_UNDEADHIT = %o was beaten up by an octaminator.
OB_IMPHIT = %o was lacerated by a serpentipede.
OB_CACOHIT = %o got trilo-bitten.
OB_DEMONHIT = %o was eaten by a flesh worm.
OB_SPECTREHIT = %o was eaten by a stealth worm.
OB_BARONHIT = %o was torn open by a pain lord.
OB_KNIGHTHIT = %o was gutted by a pain bringer.
OB_ZOMBIE = %o was killed by a zombie.
OB_SHOTGUY = %o was perforated by a shotgun zombie.
OB_VILE = %o was raised by a necromancer.
OB_UNDEAD = %o couldn't evade an octaminator's fireball.
OB_FATSO = %o was blasted by a combat slug.
OB_CHAINGUY = %o was ventilated by a minigun zombie.
OB_SKULL = %o was slammed by a hatchling.
OB_IMP = %o was scorched by a serpentipede.
OB_CACO = %o was zapped by a trilobite.
OB_BARON = %o was nuked by a pain lord.
OB_KNIGHT = %o was fried by a pain bringer.
OB_SPIDER = %o stood in awe of the large technospider.
OB_BABY = %o was immolated by a technospider.
OB_CYBORG = %o was mutilated by an assault tripod.
OB_WOLFSS = %o met a sailor.
OB_MPFIST = %o was beaten up by %k.
OB_MPCHAINSAW = %o was shredded by %k's ripsaw.
OB_MPPISTOL = %o was killed by %k's handgun.
OB_MPSHOTGUN = %o was perforated by %k's pump-action shotgun.
OB_MPSSHOTGUN = %o was permeated by %k's double-barreled shotgun.
OB_MPCHAINGUN = %o was ventilated by %k's minigun.
OB_MPROCKET = %o was mutilated by %k's missile.
OB_MPR_SPLASH = %o couldn't dodge %k's missile.
OB_MPPLASMARIFLE = %o was immolated by %k's polaric energy weapon.
OB_MPBFG_BOOM = %o had %p ass kicked by %k's SKAG!
OB_MPBFG_SPLASH = %o couldn't hide from %k's SKAG.
OB_MPTELEFRAG = %o stood where %k was teleporting.
OB_RAILGUN = %o was sniped by %k's railgun.
OB_MPBFG_MBF = %o had %p ass kicked by %k's SKAG!
# Quit messages.
DOSY = (Press Y to exit the program.)
QUITMSG = AGM's investors are planning\nan even worse nightmare.\nPress Y if you don't care.
QUITMSG1 = Why would you...
QUITMSG2 = Hey buddy, there's still\nwork to be done.\nAre you sure you want to quit?
QUITMSG3 = Press N to keep\nannihilating aliens.\nPress Y to surrender.
QUITMSG4 = I wouldn't press Y if I were you.\nSocial media is much worse.
QUITMSG5 = If you leave now, it's over.
QUITMSG6 = If you give up, this\nfight will never end.\nWe still need you\nto restore our freedom.
QUITMSG7 = They'll never rest.\nWill you rest?
QUITMSG8 = What do you do with your life?
QUITMSG9 = Don't press Y!\nThere's an army of\nzombies on your desktop!
QUITMSG10 = Your revenge is unsatisfied.\nAre you sure you want to quit?
QUITMSG11 = Press Y to let AGM decimate\nEarth with their monstrosities.
QUITMSG12 = Don't quit!\nMonsters will kill\nyou while you sleep.
QUITMSG13 = Do you think you can\nwalk away just like that?
QUITMSG14 = Not even going to\nstay for Deathmatch?
# Episodes and Difficulty.
SKILL_BABY = Please don't kill me!
SKILL_EASY = Will this hurt?
SKILL_NORMAL = Bring on the pain.
SKILL_HARD = Extreme Carnage.
SKILL_NIGHTMARE = MAYHEM!
TXT_D1E1 = Outpost Outbreak
TXT_D1E2 = Ruin Upon Ruin
TXT_D1E3 = Event Horizon
TXT_D1E4 = Double Impact
#ifdef FREEDM
TXT_D2E1 = FreeDM
#else
TXT_D2E1 = Phase 2
#endif
#ifdef PHASE1
# Redefine the no-clipping cheats, so that IDCLIP may be used in Phase 1.
# IDSPISPOPD is swapped into the slot normally for Phase 2, in case of
# engines that would otherwise try to apply the cheat twice.
Cheat 0
No Clipping 1 = idclip
No Clipping 2 = idspispopd
#endif