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https://github.com/freedoom/freedoom.git
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> 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
727 lines
26 KiB
Text
727 lines
26 KiB
Text
Patch File for DeHackEd v3.0
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Doom version = 19
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Patch format = 6
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# SPDX-License-Identifier: BSD-3-Clause
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# The following changes turn on full brightness for a few firing frames,
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# since these they show gun flashes and it looks weird if they aren't full
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# brightness. Doom itself has this problem too but it's more noticeable with
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# the Freedoom sprites.
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# Zombie
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Frame 185
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Sprite subnumber = 32773
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# Minigun zombie
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Frame 419
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Sprite subnumber = 32773
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# Assault tripod
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Frame 685
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Sprite subnumber = 32773
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Frame 687
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Sprite subnumber = 32773
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Frame 689
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Sprite subnumber = 32773
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# A_PosAttack and A_CPosAttack use identical formulae
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# and the same number of RNG calls to determine the
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# attack; the only difference other than the way the
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# information is organized is the sound being played.
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# Having the minigunner and sailor call A_PosAttack
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# makes them not sound confusingly similar to the large
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# technospider's much more powerful shotgunguy-like attack.
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# Minigunner using A_PosAttack
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Pointer 234 (Frame 417)
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Codep Frame = 185
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Pointer 235 (Frame 418)
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Codep Frame = 185
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# Sailor using A_PosAttack
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Pointer 234 (Frame 738)
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Codep Frame = 185
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Pointer 235 (Frame 740)
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Codep Frame = 185
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# The super shotgun's first frame is 7 tics long before it
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# begins its reload sequence, but the muzzle flash animation
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# totals 9 tics, causing the flash to trail behind the gun.
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# This shortens the flash down to exactly 7 tics.
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Frame 47
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Duration = 4
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Frame 48
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Duration = 3
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# This is a magic comment recognized by Chocolate Doom, so that the
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# BEX [STRINGS] section below will be parsed:
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#
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# *allow-extended-strings*
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[PARS]
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#ifndef FREEDM
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# Par times. The BEX format requires these to be specified in number
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# of seconds, but for convenience we include the min:sec value in a
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# comment. Comment also indicates when the run was done - ideally
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# this should be re-done for every new release. Times are rounded
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# to nearest half-minute.
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#ifdef PHASE1
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par 1 1 30 # 00:30 - Voros for v0.12 - 2017/03
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par 1 2 120 # 02:00 - Voros for v0.12 - 2017/03
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par 1 3 150 # 02:30 - Voros for v0.12 - 2017/03
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par 1 4 180 # 03:00 - Voros for v0.12 - 2017/03
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par 1 5 90 # 01:30 - Voros for v0.12 - 2017/03
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par 1 6 390 # 06:30 - Voros for v0.12 - 2017/03
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par 1 7 690 # 11:30 - Voros for v0.12 - 2017/03
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par 1 8 60 # 01:00 - Voros for v0.12 - 2017/03
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par 1 9 240 # 04:00 - m for v0.13 - 2023/04
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par 2 1 120 # 02:00 - Voros for v0.12 - 2017/03
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par 2 2 150 # 02:30 - Voros for v0.12 - 2017/03
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par 2 3 180 # 03:00 - Voros for v0.12 - 2017/03
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par 2 4 270 # 04:30 - Voros for v0.12 - 2017/03
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par 2 5 300 # 05:00 - Voros for v0.12 - 2017/03
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par 2 6 150 # 02:30 - Voros for v0.12 - 2017/03
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par 2 7 120 # 02:00 - Voros for v0.12 - 2017/03
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par 2 8 120 # 02:00 - Voros for v0.12 - 2017/03
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par 2 9 360 # 06:00 - Voros for v0.12 - 2017/03
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par 3 1 30 # 00:30 - Voros for v0.12 - 2017/03
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par 3 2 120 # 02:00 - Voros for v0.12 - 2017/03
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par 3 3 240 # 04:00 - Voros for v0.12 - 2017/03
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par 3 4 270 # 04:30 - Voros for v0.12 - 2017/03
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par 3 5 0 # 00:00
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par 3 6 180 # 03:00 - Voros for v0.12 - 2017/03
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par 3 7 300 # 05:00 - Voros for v0.12 - 2017/03
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par 3 8 60 # 01:00 - Voros for v0.12 - 2017/03
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par 3 9 570 # 09:30 - Voros for v0.12 - 2017/03
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#else
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par 1 30 # 00:30 - Voros for v0.11 - 2017/02
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par 2 90 # 01:30 - Voros for v0.11 - 2017/02
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par 3 120 # 02:00 - Voros for v0.11 - 2017/02
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par 4 120 # 02:00 - Voros for v0.11 - 2017/02
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par 5 150 # 02:30 - Voros for v0.11 - 2017/02
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par 6 90 # 01:30 - Voros for v0.11 - 2017/02
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par 7 150 # 02:30 - Voros for v0.11 - 2017/02
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par 8 330 # 05:30 - Voros for v0.11 - 2017/02
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par 9 150 # 02:30 - Voros for v0.11 - 2017/02
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par 10 120 # 02:00 - Voros for v0.11 - 2017/02
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par 11 420 # 07:00 - Voros for v0.11 - 2017/02
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par 12 630 # 10:30 - Voros for v0.11 - 2017/02
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par 13 180 # 03:00 - Voros for v0.11 - 2017/02
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par 14 150 # 02:30 - Voros for v0.11 - 2017/02
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par 15 510 # 08:30 - Voros for v0.11 - 2017/02
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par 16 120 # 02:00 - Voros for v0.11 - 2017/02
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par 17 120 # 02:00 - Voros for v0.11 - 2017/02
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par 18 180 # 03:00 - Voros for v0.11 - 2017/02
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par 19 210 # 03:30 - Voros for v0.11 - 2017/02
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par 20 420 # 07:00 - Voros for v0.11 - 2017/02
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par 21 330 # 05:30 - Voros for v0.11 - 2017/02
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par 22 420 # 07:00 - Voros for v0.11 - 2017/02
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par 23 240 # 04:00 - Voros for v0.11 - 2017/02
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par 24 420 # 07:00 - Catoptromancy OLD run for v0.7
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par 25 600 # 10:00 - Voros for v0.11 - 2017/02
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par 26 270 # 04:30 - Voros for v0.11 - 2017/02
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par 27 690 # 11:30 - Voros for v0.11 - 2017/02
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par 28 450 # 07:30 - Voros for v0.11 - 2017/02
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par 29 300 # 05:00 - Voros for v0.11 - 2017/02
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par 30 60 # 01:00 - Voros for v0.11 - 2017/02
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par 31 60 # 01:00 - Voros for v0.11 - 2017/02
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par 32 210 # 03:30 - Voros for v0.11 - 2017/02
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#endif
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#else
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# Par times don't matter so much for FreeDM, just set all to zero.
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par 1 0
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par 2 0
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par 3 0
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par 4 0
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par 5 0
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par 6 0
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par 7 0
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par 8 0
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par 9 0
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par 10 0
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par 11 0
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par 12 0
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par 13 0
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par 14 0
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par 15 0
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par 16 0
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par 17 0
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par 18 0
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par 19 0
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par 20 0
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par 21 0
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par 22 0
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par 23 0
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par 24 0
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par 25 0
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par 26 0
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par 27 0
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par 28 0
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par 29 0
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par 30 0
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par 31 0
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par 32 0
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#endif
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[STRINGS]
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# Text shown on startup in Boom-compatible ports. This is all in
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# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
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#ifdef FREEDM
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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============================================================================
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#else
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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============================================================================
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#endif
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GOTARMOR = Put on a force field vest.
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GOTMEGA = Put on the attuned force field armor!
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GOTHTHBONUS = Health boosted!
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GOTARMBONUS = Armor boosted!
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GOTSTIM = Took a health refill.
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GOTMEDINEED = Took a large health refill. Never give up!
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GOTMEDIKIT = Took a large health refill.
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GOTSUPER = Ectoplasmic surge!
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GOTBLUECARD = Blue passcard secured!
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GOTYELWCARD = Yellow passcard secured!
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GOTREDCARD = Red passcard secured!
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GOTBLUESKUL = Blue skeleton key secured!
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GOTYELWSKUL = Yellow skeleton key secured!
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GOTREDSKULL = Red skeleton key secured!
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GOTINVUL = Vanguard of the gods!
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GOTBERSERK = Smash them to pieces!
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GOTINVIS = Invisibility!
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GOTSUIT = Rescue operations suit.
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GOTMAP = Area survey map.
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GOTVISOR = Low-light goggles.
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GOTMSPHERE = Negentropic surge!
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GOTCLIP = Picked up some bullets.
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GOTCLIPBOX = Picked up a case of bullets.
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GOTROCKET = Picked up a missile.
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GOTROCKBOX = Picked up a crate of missiles.
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GOTCELL = Picked up an energy recharge.
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GOTCELLBOX = Picked up a large energy recharge.
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GOTSHELLS = Picked up some shotgun shells.
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GOTSHELLBOX = Picked up a box of shotgun shells.
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GOTBACKPACK = A backpack for all your ammo storage needs!
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GOTBFG9000 = Got the SKAG 1337... time to kick some ass!
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GOTCHAINGUN = Got the minigun!
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GOTCHAINSAW = Got the ripsaw!
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GOTLAUNCHER = Got the missile launcher!
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GOTPLASMA = Got the polaric energy weapon!
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GOTSHOTGUN = Got the pump-action shotgun!
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GOTSHOTGUN2 = Got the double-barrelled shotgun!
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TAG_FIST = fist
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TAG_BFG9000 = SKAG 1337
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TAG_CHAINGUN = minigun
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TAG_CHAINSAW = ripsaw
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TAG_ROCKETLAUNCHER = missile launcher
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TAG_PLASMARIFLE = polaric energy weapon
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TAG_SHOTGUN = pump-action shotgun
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TAG_SUPERSHOTGUN = double-barrelled shotgun
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PD_BLUEO = Blue key needed.
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PD_REDO = Red key needed.
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PD_YELLOWO = Yellow key needed.
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PD_BLUEK = Blue key needed for this door.
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PD_REDK = Red key needed for this door.
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PD_YELLOWK = Yellow key needed for this door.
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PD_BLUEC = Blue passcard needed for this door.
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PD_REDC = Red passcard needed for this door.
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PD_YELLOWC = Yellow passcard needed for this door.
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PD_BLUES = Blue skeleton key needed for this door.
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PD_REDS = Red skeleton key needed for this door.
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PD_YELLOWS = Yellow skeleton key needed for this door.
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PD_ANY = Any key will open this door.
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PD_ALL3 = This door requires all three keys.
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PD_ALL6 = This door requires all six keys!
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HUSTR_E1M1 = E1M1: Outer Prison
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HUSTR_E1M2 = E1M2: Communications Center
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HUSTR_E1M3 = E1M3: Waste Disposal
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HUSTR_E1M4 = E1M4: Supply Depot
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HUSTR_E1M5 = E1M5: Cloudspire Keep
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HUSTR_E1M6 = E1M6: Training Facility
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HUSTR_E1M7 = E1M7: Xenobiotic Materials Lab
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HUSTR_E1M8 = E1M8: Outpost Quarry
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HUSTR_E1M9 = E1M9: Nutrient Recycling
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HUSTR_E2M1 = E2M1: Elemental Gate
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HUSTR_E2M2 = E2M2: Shifter
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HUSTR_E2M3 = E2M3: Reclaimed Facilities
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HUSTR_E2M4 = E2M4: Flooded Installation
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HUSTR_E2M5 = E2M5: Underground Hub
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HUSTR_E2M6 = E2M6: Hidden Sector
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HUSTR_E2M7 = E2M7: Control Complex
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HUSTR_E2M8 = E2M8: Containment Cell
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HUSTR_E2M9 = E2M9: Fortress 31
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HUSTR_E3M1 = E3M1: Land of the Lost
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HUSTR_E3M2 = E3M2: Geothermal Tunnels
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HUSTR_E3M3 = E3M3: Sacrificial Bastion
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HUSTR_E3M4 = E3M4: Oblation Temple
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HUSTR_E3M5 = E3M5: Infernal Hallows
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HUSTR_E3M6 = E3M6: Igneous Intrusion
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HUSTR_E3M7 = E3M7: No Regrets
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HUSTR_E3M8 = E3M8: Ancient Lair
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HUSTR_E3M9 = E3M9: Acquainted With Grief
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HUSTR_E4M1 = E4M1: Maintenance Area
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HUSTR_E4M2 = E4M2: Research Complex
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HUSTR_E4M3 = E4M3: Central Computing
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HUSTR_E4M4 = E4M4: Hydroponic Facility
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HUSTR_E4M5 = E4M5: Engineering Station
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HUSTR_E4M6 = E4M6: Command Center
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HUSTR_E4M7 = E4M7: Waste Treatment
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HUSTR_E4M8 = E4M8: Launch Bay
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HUSTR_E4M9 = E4M9: Operations
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CC_ZOMBIE = zombie
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CC_SHOTGUN = shotgun zombie
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CC_HEAVY = minigun zombie
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CC_IMP = serpentipede
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CC_DEMON = flesh worm
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CC_LOST = hatchling
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CC_CACO = trilobite
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CC_HELL = pain bringer
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CC_BARON = pain lord
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CC_ARACH = technospider
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CC_PAIN = matribite
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CC_REVEN = octaminator
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CC_MANCU = combat slug
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CC_ARCH = necromancer
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CC_SPIDER = large technospider
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CC_CYBER = assault tripod
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CC_HERO = savior of humanity
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#ifdef FREEDM
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HUSTR_1 = DM01: Tech Test
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HUSTR_2 = DM02: Sauna Fissure
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HUSTR_3 = DM03: Plain Arena
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HUSTR_4 = DM04: Steel
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HUSTR_5 = DM05: Dense Fields
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HUSTR_6 = DM06: Temple of Ammon
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HUSTR_7 = DM07: Main Stronghold
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HUSTR_8 = DM08: Artifact Base
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HUSTR_9 = DM09: Industrial Outland
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HUSTR_10 = DM10: Detached Grounds
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HUSTR_11 = DM11: Isolated Facility
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HUSTR_12 = DM12: Up 'n' Down Canyon
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HUSTR_13 = DM13: Unholy Blood
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HUSTR_14 = DM14: Technical Assault
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HUSTR_15 = DM15: Shallow Complex
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HUSTR_16 = DM16: Barren Alleys
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HUSTR_17 = DM17: Underwoods
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HUSTR_18 = DM18: Deserted Courtyard
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HUSTR_19 = DM19: Unwanted Backyard
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HUSTR_20 = DM20: Terra Mortis
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HUSTR_21 = DM21: Refinery
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HUSTR_22 = DM22: Military Depot
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HUSTR_23 = DM23: Testing Grounds
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HUSTR_24 = DM24: Flooded Base
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HUSTR_25 = DM25: Tripod keep
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HUSTR_26 = DM26: Crater Excavation
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HUSTR_27 = DM27: The Exile
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HUSTR_28 = DM28: Weapons Factory
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HUSTR_29 = DM29: Unusual Territory
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HUSTR_30 = DM30: Last Man Standing
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HUSTR_31 = DM31: Desolated Fort
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HUSTR_32 = DM32: Fourplay
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#else
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HUSTR_1 = MAP01: Hydroelectric Plant
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HUSTR_2 = MAP02: Filtration Tunnels
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HUSTR_3 = MAP03: Crude Processing Center
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HUSTR_4 = MAP04: Containment Bay
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HUSTR_5 = MAP05: Sludge Burrow
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HUSTR_6 = MAP06: Janus Terminal
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HUSTR_7 = MAP07: Logic Gate
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HUSTR_8 = MAP08: Astronomy Complex
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HUSTR_9 = MAP09: Datacenter
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HUSTR_10 = MAP10: Deadly Outlands
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HUSTR_11 = MAP11: Dimensional Rift Observatory
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HUSTR_12 = MAP12: Railroads
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HUSTR_13 = MAP13: Station Earth
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HUSTR_14 = MAP14: Nuclear Zone
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HUSTR_15 = MAP15: Hostile Takeover
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HUSTR_16 = MAP16: Urban Jungle
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HUSTR_17 = MAP17: City Capitol
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HUSTR_18 = MAP18: Aquatics Lab
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HUSTR_19 = MAP19: Sewage Control
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HUSTR_20 = MAP20: Blood Ember Fortress
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HUSTR_21 = MAP21: Under Realm
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HUSTR_22 = MAP22: Remanasu
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HUSTR_23 = MAP23: Underground Facility
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HUSTR_24 = MAP24: Abandoned Teleporter Lab
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HUSTR_25 = MAP25: Persistence of Memory
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HUSTR_26 = MAP26: Dark Depths
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HUSTR_27 = MAP27: Palace of Red
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HUSTR_28 = MAP28: Grim Redoubt
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HUSTR_29 = MAP29: Melting Point
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HUSTR_30 = MAP30: Jaws of Defeat
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HUSTR_31 = MAP31: Be Quiet
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HUSTR_32 = MAP32: Not Sure
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#endif
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# Final Doom level strings, left blank
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PHUSTR_1 = MAP01
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PHUSTR_2 = MAP02
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PHUSTR_3 = MAP03
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PHUSTR_4 = MAP04
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PHUSTR_5 = MAP05
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PHUSTR_6 = MAP06
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PHUSTR_7 = MAP07
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PHUSTR_8 = MAP08
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PHUSTR_9 = MAP09
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PHUSTR_10 = MAP10
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PHUSTR_11 = MAP11
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PHUSTR_12 = MAP12
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PHUSTR_13 = MAP13
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PHUSTR_14 = MAP14
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PHUSTR_15 = MAP15
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PHUSTR_16 = MAP16
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PHUSTR_17 = MAP17
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PHUSTR_18 = MAP18
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PHUSTR_19 = MAP19
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PHUSTR_20 = MAP20
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PHUSTR_21 = MAP21
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PHUSTR_22 = MAP22
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PHUSTR_23 = MAP23
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PHUSTR_24 = MAP24
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PHUSTR_25 = MAP25
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PHUSTR_26 = MAP26
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PHUSTR_27 = MAP27
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PHUSTR_28 = MAP28
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PHUSTR_29 = MAP29
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PHUSTR_30 = MAP30
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PHUSTR_31 = MAP31
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PHUSTR_32 = MAP32
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THUSTR_1 = MAP01
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THUSTR_2 = MAP02
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THUSTR_3 = MAP03
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THUSTR_4 = MAP04
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THUSTR_5 = MAP05
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THUSTR_6 = MAP06
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THUSTR_7 = MAP07
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THUSTR_8 = MAP08
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THUSTR_9 = MAP09
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THUSTR_10 = MAP10
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THUSTR_11 = MAP11
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THUSTR_12 = MAP12
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THUSTR_13 = MAP13
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THUSTR_14 = MAP14
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THUSTR_15 = MAP15
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THUSTR_16 = MAP16
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THUSTR_17 = MAP17
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THUSTR_18 = MAP18
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THUSTR_19 = MAP19
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THUSTR_20 = MAP20
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THUSTR_21 = MAP21
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THUSTR_22 = MAP22
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THUSTR_23 = MAP23
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THUSTR_24 = MAP24
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THUSTR_25 = MAP25
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THUSTR_26 = MAP26
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THUSTR_27 = MAP27
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THUSTR_28 = MAP28
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THUSTR_29 = MAP29
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THUSTR_30 = MAP30
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THUSTR_31 = MAP31
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THUSTR_32 = MAP32
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HUSTR_PLRGREEN = g:
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HUSTR_PLRINDIGO = i:
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HUSTR_PLRBROWN = b:
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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
|