Raw model (for completeness)
{
"meta": {
"id": "067627e9-d35b-42f6-91b6-9af8308ba782",
"sha1": "06708f023ff625650dc30127978fbb2ca352b658",
"sha256": "5d488e3361fed17f690103e59f22d8943c869a50e01f1e7c4c3eabb5163ca0cd",
"filenames": [
"ts_ir_mk.2_b1.4b_zan.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2017-04-03 20:51:48",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2017-04-03 20:51:48",
"file": {
"type": "PK3",
"size": 45354796,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/06708f023ff625650dc30127978fbb2ca352b658/06708f023ff625650dc30127978fbb2ca352b658.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"TITLEMAP",
"DEAD0",
"DEAD1",
"DEAD10",
"DEAD11",
"DEAD12",
"DEAD13",
"DEAD14",
"DEAD15",
"DEAD16",
"DEAD17",
"DEAD18",
"DEAD19",
"DEAD2",
"DEAD20",
"DEAD3",
"DEAD4",
"DEAD5",
"DEAD6",
"DEAD7",
"DEAD8",
"DEAD9"
],
"counts": {
"endoom": 0,
"graphics": 2,
"lumps": 3432,
"maps": 22,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "To be entirely honest im no sure entirely what belongs to whom but to the best of my memory... If I missed anything let me know in a PM and I'll be sure to correct my mistake.\n\nSargent Mark IV : for 10 new blood decals\n\nLordMisfit : for helping me fix the pistol so that it works like a real one should with burst fire\n\nDBT for the use of the sick bullet impacts from D4D\n\nLightman68 : Graphics for the new Autopistol.\n\nMarty Kirra : Original Graphics for the Punisher, Tormentor, and Typhoon\n\nEriance : for the Vorpal Blade that is used as the Kyrie Elesion, a name which means \"Lord have mercy.\"\n\nSgt. Shivers : For the Punisher Edit of Marty's Judgement Pistol as well as the animation edit of the Doom 2.5 Shotgun which was further improved upon by Chronoteeth.\n\nTheRailgunner : Archangel Autoshotgun\n\nCarbineDioxide : Omen Sprite Edit, the original base was either by DoomNukem or Chronoteeth\n\nFused : Omen Assault Rifle Texture Definitions\n\nDoomNukem : For the Barrels of the Skullthrottle that was used in the creation of the Firestorm Cannon\n\nPillowBlaster : For the Mutilator , And for the parts of the 'Union' Rifle I nicked to make my auto shotgun\n\nMyself : Longinus Sniper, uses parts from my unfinished Valve Rifle and the body of the AssaultCube Sniper which was ripped by CaptainJ.\n\nMagSigmaX : for some SFX, Gore Base, Particles, Projectles, Casings,\n\nDoomnukem : Magazine Drops, Archangel Ammo Pickup, Malefactor Shotgun Pickup (Edit by TiberiumSoul)\n\nYukiHaze : Mutilator Magazine, Archangel Shotgun Pickup, and For fixing my broken First Time Selection Mechanic\n\nNash : Quake Style Tilting Scripting\n\nTheZombieKiller : Double Jumping Script, Intro Script, Death Script\n\nTwister : for the edited Game Over Graphic\n\nSidDoyle : for Droplets which i incorporated select elements from in my gore system As well as for the use of his Real Aim script //Droplets"
},
{
"source": "pk3",
"name": "GAMEINFO.txt",
"contents": "//STARTUPTYPE = \"HEXEN\"\nSTARTUPTITLE = \"Insanity's Requiem Mk.2 Beta 1.4b\"\nSTARTUPCOLORS = \"158CFF\", \"000000\""
},
{
"source": "pk3",
"name": "LANGUAGE.txt",
"contents": "[enu default]\n\nSTSTR_MUS\t\t= \"> Loading new music...\";\nSTSTR_NOMUS\t\t= \"> ERROR: No music found\";\nSTSTR_DQDON\t\t= \"> Invulnerability engaged\";\nSTSTR_DQDOFF\t= \"> Invulnerability disengaged\";\nSTSTR_KFAADDED\t= \"> All inventory granted\";\nSTSTR_FAADDED\t= \"> Armor, Health and Ammo granted\";\nSTSTR_NCON\t\t= \"> Ghost mode engaged\";\nSTSTR_NCOFF\t\t= \"> Ghost mode disengaged\";\nSTSTR_BEHOLD\t= \"> Select a key to have a powerup\";\nSTSTR_BEHOLDX\t= \"> Powerup granted\";\nSTSTR_CHOPPERS\t= \"> Want a Chainsaw? Have a Sword instead.\";\n\nSECRETMESSAGE = \"\\ciYou found a secret area...\";\n\nLOADNET\t\t= \"ERROR: unable to load during a net game!\\n\\nany key to advance.\";\nQLOADNET\t= \"ERROR: unable to quickload during a netgame!\\n\\nany key to advance.\";\nQSAVESPOT\t= \"ERROR: quicksave slot not yet selected!\\n\\any key to advance.\";\nSAVEDEAD\t= \"Are you stupid? You cant save if you are not playing\\n\\nPress any key to leave\";\nQSPROMPT\t= \"Confirm quicksave over slot named\\n\\n[ %s ]?\\n\\nconfirm y or n.\";\nQLPROMPT\t= \"Confirm quickload over slot named\\n\\n[ %s ]?\\n\\nconfirm y or n.\";\nNEWGAME\t\t= \"ERROR: unable to start a new game\\nwhile in a network game.\\n\\nany key to advance.\";\nNIGHTMARE\t= \"WARNING: This skill level is only for players\\nthat enyoy inhumane amounts of pain.\\n\\n- Press [Y] to accept -\";\nSWSTRING\t= \"this is absolutely not the shareware version of doom.\\n\\nyou do not need to order the entire trilogy.\\n\\nany key to advance.\";\nMSGOFF\t\t= \"Messages OFF\";\nMSGON\t\t= \"Messages ON\";\nNETEND\t\t= \"If you want to end this multiplayer game tell your buddies to leave, otherwise press a key to return.\";\nENDGAME\t\t= \"Coward...\\n\\n- Press [Y] to leave -\";\nDOSY\t\t= \"> Press [Y] to leave <\";\nEMPTYSTRING\t= \"Free saving slot\";\nGGSAVED\t\t= \"Game saved\";\n\nIRQUIT1 = \"Let's not waste anymore of one another's time\\nWe both know how this ends...\";\nIRQUIT2 = \"I should think you still have dreams...\\nWell, the next time you dream...\\nGive some thought...\";\nIRQUIT3 = \"I'm Dissapointed in you...\\nWhy are you stopping now?\\nYou're doing so well!\";\nIRQUIT4 = \"You sure you want to quit this simulation\\nOf who you wish you were?\\nYour little power trip?\";\nIRQUIT5 = \"You trying to quit on me soldier?\\nYou still got a world to save!\";\nIRQUIT6 = \"Got one word for ya sonny\\nYou're a bitch, do you agree?\";"
},
{
"source": "pk3",
"name": "language.txt",
"contents": "// Footsteps\n// Language Definitions\n\n// This is where the footstep sounds for each texture are defined.\n// The definition MUST be STEP_<texturename>\n\n[enu default]\n// Flats\n// This is a list of flats that have footstep sounds associated with them.\n// Items are separated by a colon ( : )\n// If a flat/texture is not present in this list, then only the default sound will be\n// played when it is walked on.\nSTEP_FLATS = \"FWATER1:FWATER2:FWATER3:FWATER4:\"\n\t\t\t\"FLOOR0_1:FLOOR0_3:FLOOR1_7:FLOOR4_1:\"\n\t\t\t\"FLOOR4_5:FLOOR4_6:TLITE6_1:TLITE6_5:\"\n\t\t\t\"CEIL3_1:CEIL3_2:CEIL4_2:CEIL4_3:\"\n\t\t\t\"CEIL5_1:FLAT2:FLAT5:FLAT18:\"\n\t\t\t\"FLOOR0_2:FLOOR0_5:FLOOR0_7:FLAT5_3:\"\n\t\t\t\"CRATOP1:CRATOP2:FLAT9:FLAT17:\"\n\t\t\t\"FLAT19:COMP01:GRNLITE1:FLOOR1_1:\"\n\t\t\t\"FLAT14:FLAT5_5:FLOOR1_6:CEIL4_1:\"\n\t\t\t\"GRASS1:GRASS2:RROCK16:RROCK19:\"\n\t\t\t\"FLOOR6_1:FLOOR6_2:FLAT10:MFLR8_3:\"\n\t\t\t\"MFLR8_4:RROCK17:RROCK18:FLOOR0_6:\"\n\t\t\t\"FLOOR4_8:FLOOR5_1:FLOOR5_2:FLOOR5_3:\"\n\t\t\t\"FLOOR5_4:TLITE6_4:TLITE6_6:FLOOR7_1:\"\n\t\t\t\"MFLR8_1:CEIL3_5:CEIL5_2:CEIL3_6:\"\n\t\t\t\"FLAT8:SLIME13:STEP1:STEP2:\"\n\t\t\t\"GATE1:GATE2:GATE3:CEIL1_2:\"\n\t\t\t\"CEIL1_3:SLIME14:SLIME15:SLIME16:\"\n\t\t\t\"FLAT22:FLAT23:CONS1_1:CONS1_5:\"\n\t\t\t\"CONS1_7:GATE4:FLAT4:FLAT1:\"\n\t\t\t\"FLAT5_4:MFLR8_2:FLAT1_1:FLAT1_2:\"\n\t\t\t\"FLAT1_3:FLAT5_7:FLAT5_8:GRNROCK:\"\n\t\t\t\"RROCK01:RROCK02:RROCK03:RROCK04:\"\n\t\t\t\"RROCK05:RROCK06:RROCK07:RROCK08:\"\n\t\t\t\"RROCK09:RROCK10:RROCK11:RROCK12:\"\n\t\t\t\"RROCK13:RROCK14:RROCK15:RROCK20:\"\n\t\t\t\"SLIME09:SLIME10:SLIME11:SLIME12:\"\n\t\t\t\"FLAT5_6:FLOOR3_3:FLAT20:CEIL3_3:\"\n\t\t\t\"CEIL3_4:FLAT3:FLOOR7_2:DEM1_1:\"\n\t\t\t\"DEM1_2:DEM1_3:DEM1_4:DEM1_5:\"\n\t\t\t\"DEM1_6:CEIL1_1:FLAT5_1:FLAT5_2:\"\n\t\t\t\"NUKAGE1:NUKAGE2:NUKAGE3:BLOOD1:\"\n\t\t\t\"BLOOD2:BLOOD3:SLIME01:SLIME02:\"\n\t\t\t\"SLIME03:SLIME04:SLIME05:SLIME06:\"\n\t\t\t\"SLIME07:SLIME08:SFLR6_1:SFLR6_4:\"\n\t\t\t\"SFLR7_1:SFLR7_4:LAVA1:LAVA2:\"\n\t\t\t\"LAVA3:LAVA4:F_SKY1\";\n\n// Sounds\nSTEP_DEFAULT = \"step/default\";\n\n// Water\nSTEP_FWATER1 = \"step/water\";\nSTEP_FWATER2 = \"step/water\";\nSTEP_FWATER3 = \"step/water\";\nSTEP_FWATER4 = \"step/water\";\n\n// Ground\nSTEP_FLOOR0_1 = \"step/default\";\nSTEP_FLOOR0_3 = \"step/default\";\nSTEP_FLOOR1_7 = \"step/default\";\nSTEP_FLOOR4_1 = \"step/default\";\nSTEP_FLOOR4_5 = \"step/default\";\nSTEP_FLOOR4_6 = \"step/default\";\nSTEP_TLITE6_1 = \"step/default\";\nSTEP_TLITE6_5 = \"step/default\";\nSTEP_CEIL3_1 = \"step/default\";\nSTEP_CEIL3_2 = \"step/default\";\nSTEP_CEIL4_2 = \"step/default\";\nSTEP_CEIL4_3 = \"step/default\";\nSTEP_CEIL5_1 = \"step/default\";\nSTEP_FLAT2 = \"step/default\";\nSTEP_FLAT5 = \"step/default\";\nSTEP_FLAT18 = \"step/default\";\nSTEP_FLOOR0_2 = \"step/default\";\nSTEP_FLOOR0_5 = \"step/default\";\nSTEP_FLOOR0_7 = \"step/default\";\nSTEP_FLAT5_3 = \"step/default\";\nSTEP_CRATOP1 = \"step/default\";\nSTEP_CRATOP2 = \"step/default\";\nSTEP_FLAT9 = \"step/default\";\nSTEP_FLAT17 = \"step/default\";\nSTEP_FLAT19 = \"step/default\";\nSTEP_COMP01 = \"step/default\";\nSTEP_GRNLITE1 = \"step/default\";\n\n// Carpet\nSTEP_FLOOR1_1 = \"step/carpet\";\nSTEP_FLAT14 = \"step/carpet\";\nSTEP_FLAT5_5 = \"step/carpet\";\nSTEP_FLOOR1_6 = \"step/carpet\";\nSTEP_CEIL4_1 = \"step/carpet\";\nSTEP_GRASS1 = \"step/carpet\";\nSTEP_GRASS2 = \"step/carpet\";\n\n// Dirt\nSTEP_RROCK16 = \"step/dirt\";\nSTEP_RROCK19 = \"step/dirt\";\n\n// Gravel\nSTEP_FLOOR6_1 = \"step/gravel\";\nSTEP_FLOOR6_2 = \"step/gravel\";\nSTEP_FLAT10 = \"step/gravel\";\nSTEP_MFLR8_3 = \"step/gravel\";\nSTEP_MFLR8_4 = \"step/gravel\";\nSTEP_RROCK17 = \"step/gravel\";\nSTEP_RROCK18 = \"step/gravel\";\n\n// Hard\nSTEP_FLOOR0_6 = \"step/hard\";\nSTEP_FLOOR4_8 = \"step/hard\";\nSTEP_FLOOR5_1 = \"step/hard\";\nSTEP_FLOOR5_2 = \"step/hard\";\nSTEP_FLOOR5_3 = \"step/hard\";\nSTEP_FLOOR5_4 = \"step/hard\";\nSTEP_TLITE6_4 = \"step/hard\";\nSTEP_TLITE6_6 = \"step/hard\";\nSTEP_FLOOR7_1 = \"step/hard\";\nSTEP_MFLR8_1 = \"step/hard\";\nSTEP_CEIL3_5 = \"step/hard\";\nSTEP_CEIL5_2 = \"step/hard\";\nSTEP_CEIL3_6 = \"step/hard\";\nSTEP_FLAT8 = \"step/hard\";\nSTEP_SLIME13 = \"step/hard\";\n\n// Metal A\nSTEP_STEP1 = \"step/metal/a\";\nSTEP_STEP2 = \"step/metal/a\";\nSTEP_GATE1 = \"step/metal/a\";\nSTEP_GATE2 = \"step/metal/a\";\nSTEP_GATE3 = \"step/metal/a\";\nSTEP_CEIL1_2 = \"step/metal/a\";\nSTEP_CEIL1_3 = \"step/metal/a\";\nSTEP_SLIME14 = \"step/metal/a\";\nSTEP_SLIME15 = \"step/metal/a\";\nSTEP_SLIME16 = \"step/metal/a\";\n\n// Metal B\nSTEP_FLAT22 = \"step/metal/b\";\nSTEP_FLAT23 = \"step/metal/b\";\nSTEP_CONS1_1 = \"step/metal/b\";\nSTEP_CONS1_5 = \"step/metal/b\";\nSTEP_CONS1_7 = \"step/metal/b\";\nSTEP_GATE4 = \"step/metal/b\";\nSTEP_FLAT4 = \"step/metal/b\";\n\n// Rock\nSTEP_FLAT1 = \"step/rock\";\nSTEP_FLAT5_4 = \"step/rock\";\nSTEP_MFLR8_2 = \"step/rock\";\nSTEP_FLAT1_1 = \"step/rock\";\nSTEP_FLAT1_2 = \"step/rock\";\nSTEP_FLAT1_3 = \"step/rock\";\nSTEP_FLAT5_7 = \"step/rock\";\nSTEP_FLAT5_8 = \"step/rock\";\nSTEP_GRNROCK = \"step/rock\";\nSTEP_RROCK01 = \"step/rock\";\nSTEP_RROCK02 = \"step/rock\";\nSTEP_RROCK03 = \"step/rock\";\nSTEP_RROCK04 = \"step/rock\";\nSTEP_RROCK05 = \"step/rock\";\nSTEP_RROCK06 = \"step/rock\";\nSTEP_RROCK07 = \"step/rock\";\nSTEP_RROCK08 = \"step/rock\";\nSTEP_RROCK09 = \"step/rock\";\nSTEP_RROCK10 = \"step/rock\";\nSTEP_RROCK11 = \"step/rock\";\nSTEP_RROCK12 = \"step/rock\";\nSTEP_RROCK13 = \"step/rock\";\nSTEP_RROCK14 = \"step/rock\";\nSTEP_RROCK15 = \"step/rock\";\nSTEP_RROCK20 = \"step/rock\";\nSTEP_SLIME09 = \"step/rock\";\nSTEP_SLIME10 = \"step/rock\";\nSTEP_SLIME11 = \"step/rock\";\nSTEP_SLIME12 = \"step/rock\";\n\n// Snow\nSTEP_FLAT5_6 = \"step/snow\";\n\n// Tile A\nSTEP_FLOOR3_3 = \"step/tile/a\";\nSTEP_FLAT20 = \"step/tile/a\";\nSTEP_CEIL3_3 = \"step/tile/a\";\nSTEP_CEIL3_4 = \"step/tile/a\";\nSTEP_FLAT3 = \"step/tile/a\";\n\n// Tile B\nSTEP_FLOOR7_2 = \"step/tile/b\";\nSTEP_DEM1_1 = \"step/tile/b\";\nSTEP_DEM1_2 = \"step/tile/b\";\nSTEP_DEM1_3 = \"step/tile/b\";\nSTEP_DEM1_4 = \"step/tile/b\";\nSTEP_DEM1_5 = \"step/tile/b\";\nSTEP_DEM1_6 = \"step/tile/b\";\n\n// Wood\nSTEP_CEIL1_1 = \"step/wood\";\nSTEP_FLAT5_1 = \"step/wood\";\nSTEP_FLAT5_2 = \"step/wood\";\n\n// Slime\nSTEP_NUKAGE1 = \"step/slime\";\nSTEP_NUKAGE2 = \"step/slime\";\nSTEP_NUKAGE3 = \"step/slime\";\nSTEP_BLOOD1 = \"step/slime\";\nSTEP_BLOOD2 = \"step/slime\";\nSTEP_BLOOD3 = \"step/slime\";\nSTEP_SLIME01 = \"step/slime\";\nSTEP_SLIME02 = \"step/slime\";\nSTEP_SLIME04 = \"step/slime\";\nSTEP_SLIME05 = \"step/slime\";\nSTEP_SLIME06 = \"step/slime\";\nSTEP_SLIME07 = \"step/slime\";\nSTEP_SLIME08 = \"step/slime\";\n\n// Slimy\nSTEP_SFLR6_1 = \"step/slimy\";\nSTEP_SFLR6_4 = \"step/slimy\";\nSTEP_SFLR7_1 = \"step/slimy\";\nSTEP_SFLR7_4 = \"step/slimy\";\n\n// Lava\nSTEP_LAVA1 = \"step/lava\";\nSTEP_LAVA2 = \"step/lava\";\nSTEP_LAVA3 = \"step/lava\";\nSTEP_LAVA4 = \"step/lava\";\n\n// None\nSTEP_F_SKY1 = \"\";"
},
{
"source": "pk3",
"name": "LOCKDEFS.txt",
"contents": "CLEARLOCKS\n\nLock 1\n{\n\tRedCardS2\n\tMessage \"$PD_REDC\"\n\tRemoteMessage \"$PD_REDCO\"\n\tMapcolor 255 0 0\n\tLockedSound \"misc/keytry\"\n}\n\nLock 2 Doom\n{\n\tBlueCardS2\n\tMessage \"$PD_BLUEC\"\n\tRemoteMessage \"$PD_BLUECO\"\n\tMapcolor 0 0 255\n\tLockedSound \"misc/keytry\"\n}\n\nLock 3 Doom\n{\n\tYellowCardS2\n\tMessage \"$PD_YELLOWC\"\n\tRemoteMessage \"$PD_YELLOWCO\"\n\tMapcolor 255 255 0\n\tLockedSound \"misc/keytry\"\n}\n\nLock 4 Doom\n{\n\tRedSkullS2\n\tMessage \"$PD_REDS\"\n\tRemoteMessage \"$PD_REDSO\"\n\tMapcolor 255 0 0\n\tLockedSound \"misc/keytry\"\n}\n\nLock 5 Doom\n{\n\tBlueSkullS2\n\tMessage \"$PD_BLUES\"\n\tRemoteMessage \"$PD_BLUESO\"\n\tMapcolor 0 0 255\n\tLockedSound \"misc/keytry\"\n}\n\nLock 6 Doom\n{\n\tYellowSkullS2\n\tMessage \"$PD_YELLOWS\"\n\tRemoteMessage \"$PD_YELLOWSO\"\n\tMapcolor 255 255 0\n\tLockedSound \"misc/keytry\"\n}\n\nLock 129 Doom\n{\n\tAny { RedCardS2 RedSkullS2 KeyGreen }\n\tMessage \"$PD_REDK\"\n\tRemoteMessage \"$PD_REDO\"\n\tMapcolor 255 0 0\n\tLockedSound \"misc/keytry\"\n}\n\nLock 130 Doom\n{\n\tAny { BlueCardS2 BlueSkullS2 KeyBlue }\n\tMessage \"$PD_BLUEK\"\n\tRemoteMessage \"$PD_BLUEO\"\n\tMapcolor 0 0 255\n\tLockedSound \"misc/keytry\"\n}\n\nLock 131 Doom\n{\n\tAny { YellowCardS2 YellowSkullS2 KeyYellow }\n\tMessage \"$PD_YELLOWK\"\n\tRemoteMessage \"$PD_YELLOWO\"\n\tMapcolor 255 255 0\n\tLockedSound \"misc/keytry\"\n}\n\nLock 132 Doom\n{\n\tAny { RedCardS2 RedSkullS2 }\n\tMessage \"$PD_REDK\"\n\tRemoteMessage \"$PD_REDO\"\n\tMapcolor 255 0 0\n\tLockedSound \"misc/keytry\"\n}\n\nLock 133 Doom\n{\n\tAny { BlueCardS2 BlueSkullS2 }\n\tMessage \"$PD_BLUEK\"\n\tRemoteMessage \"$PD_BLUEO\"\n\tMapcolor 0 0 255\n\tLockedSound \"misc/keytry\"\n}\n\nLock 134 Doom\n{\n\tAny { YellowCardS2 YellowSkullS2 }\n\tMessage \"$PD_YELLOWK\"\n\tRemoteMessage \"$PD_YELLOWO\"\n\tMapcolor 255 255 0\n\tLockedSound \"misc/keytry\"\n}\n\nLock 100\n{\n\tMessage \"$PD_ANY\"\n\tRemoteMessage \"$PD_ANYOBJ\"\n\tMapcolor 128 128 255\n\tLockedSound \"misc/keytry\"\n}\n\nLock 228\n{\n\tMessage \"$PD_ANY\"\n\tRemoteMessage \"$PD_ANYOBJ\"\n\tLockedSound \"misc/keytry\"\n\tMapcolor 128 128 255\n}\n\nLock 229 Doom\n{\n\tAny { BlueCardS2 BlueSkullS2 KeyBlue}\n\tAny { YellowCardS2 YellowSkullS2 KeyYellow}\n\tAny { RedCardS2 RedSkullS2 KeyGreen}\n\tMessage \"$PD_ALL3\"\n\tRemoteMessage \"$PD_ALL3O\"\n\tLockedSound \"misc/keytry\"\n}\n\nLock 101 Doom\n{\n\tBlueCardS2\n\tBlueSkullS2\n\tYellowCardS2\n\tYellowSkullS2\n\tRedCardS2\n\tRedSkullS2\n\tMessage \"$PD_ALL6\"\n\tRemoteMessage \"$PD_ALL6O\"\n\tLockedSound \"misc/keytry\"\n}"
},
{
"source": "pk3",
"name": "ZMAPINFO.txt",
"contents": "gameinfo\n{\n\ttitlepage = \"TitlePic\"\n\tcreditpage = \"TitlePic\"\n\tintermission = \"INTERPIC\"\n\ttitletime = 3255 //song length in tics\n\tpagetime = 1\n\tchatsound = \"misc/chatsound\"\n\tfinalemusic = \"Messages\"\n\tinfopage = \"HelpRyan\"\n\tquitsound = \"quitter\"\n\tintermissionmusic = \"Intermis\"\n\tdrawreadthis = False\n\tdimcolor = \"00 00 00\"\n\tdimamount = 0.25\n\tswapmenu = true\n\tPlayerClasses = \"Mercenary\", \"Mercenary2\", \"Mercenary3\", \"Mercenary4\"\n\tquitmessages = \"$IRQUIT1\", \"$IRQUIT2\", \"$IRQUIT3\", \"$IRQUIT4\", \"$IRQUIT5\"\n\tnorandomplayerclass = true\n}\n\nclearskills\n\nskill baby\n{\n\tAutoUseHealth\n\tAmmoFactor = 2\n\tEasyBossBrain\n\tSpawnFilter = Nightmare\n\tPicName = \"M_JKILL\"\n\tName = \"$SKILL_BABY\"\n\tMustConfirm = \"If you're choosing this you're either here to see what I have to say, or you really fucking suck at doom.\"\n\tKey = \"b\"\n\tarmorfactor = 1.0\n\tDamageFactor = 0.5\n\tMonsterHealth = 0.5\n}\n\nskill easy\n{\n\tEasyBossBrain\n\tSpawnFilter = Nightmare\n\tPicName = \"M_ROUGH\"\n\tName = \"$SKILL_EASY\"\n\tMustConfirm = \"You serious? You cant handle this on the default skill? meh... okay then.\"\n\tKey = \"e\"\n\tarmorfactor = 1.0\n\tDamageFactor = 0.6\n\tMonsterHealth = 0.6\n}\n\nskill normal\n{\n\tSpawnFilter = Nightmare\n\tKey = \"h\"\n\tPicName = \"M_HURT\"\n\tName = \"$SKILL_NORMAL\"\n\tDefaultSkill\n\tMustConfirm = \"Okay. Here we go, default skill level. Not too challenging, but at the same time not too easy.\"\n\tKey = \"h\"\n\tMonsterHealth = 0.75\n\tarmorfactor = 1.0\n\tDamageFactor = 0.75\n}\n\nskill Hard\n{\n\tSpawnFilter = Nightmare\n\tPicName = \"M_ULTRA\"\n\tName = \"$SKILL_HARD\"\n\tKey = \"i\"\n\tMustConfirm = \"Whats the matter? not hard enough? Here, let me fix that for you.\"\n\tMonsterHealth = 1.0\n\tarmorfactor = 1.0\n\tDamageFactor = 1.0\n}\n\nskill Nightmare\n{\n\tACSReturn = 4\n\tSpawnFilter = Nightmare\n\tPicName = \"M_NMARE\"\n\tName = \"$SKILL_VERYHARD\"\n\tMustConfirm = \"Holy shit dude. It still Isn't difficult enough? Okay man. Your funeral.\"\n\tAmmoFactor = 1.0\n\tDamageFactor = 1.666\n\tMonsterHealth = 1.666\n\tFastMonsters\n\tAggressiveness = 0.8\n\tarmorfactor = 1.0\n\tKey = \"s\"\n}\n\nSkill HELL\n{\n AmmoFactor = 1.0\n DamageFactor = 1.666\n MonsterHealth = 1.666\n FastMonsters\n Aggressiveness = 0.8\n DisableCheats\n armorfactor = 1.0\n SpawnFilter = Nightmare\n PicName = \"M_FXCK!\"\n name = \"Ultra-Nightmare!\"\n mustconfirm = \"Dive headfirst into the most bullshit difficulty ever convieced?\"\n ACSReturn = 666\n}\n\nmap DEAD0 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 0\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD1 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 1\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD2 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 2\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD3 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 3\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD4 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 4\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD5 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 5\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD6 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 6\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD7 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 7\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD8 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 8\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD9 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 9\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD10 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 10\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD11 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 11\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD12 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 12\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD13 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 13\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD14 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 14\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD15 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 15\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD16 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 16\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD17 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 17\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD18 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 18\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD19 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 19\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}\n\nmap DEAD20 \"The Demons Gave You The Boot!\"\n{\n ResetHealth\n\tcluster = 20\n\tNoAutosaveHint\n\tmusic = \"M_IRONMN\"\n}"
},
{
"source": "pk3",
"name": "sndinfo.txt",
"contents": "// Footsteps\n// Sound Info\n\n// Define the actual sounds here\n\n// Default / Ground\nstep/default1\t\t\tDSSTP1\nstep/default2\t\t\tDSSTP2\nstep/default3\t\t\tDSSTP3\nstep/default4\t\t\tDSSTP4\n$random step/default { step/default1 step/default2 step/default3 step/default4 }\n\n// Water\nstep/water1\t\t\tDSWTR1\nstep/water2\t\t\tDSWTR2\nstep/water3\t\t\tDSWTR3\nstep/water4\t\t\tDSWTR4\n$random step/water { step/water1 step/water2 step/water3 step/water4 }\n\n// Carpet\nstep/carpet1\t\t\tDSCARP1\nstep/carpet2\t\t\tDSCARP2\nstep/carpet3\t\t\tDSCARP3\n$random step/carpet { step/carpet1 step/carpet2 step/carpet3 }\n\n// Dirt\nstep/dirt1\t\t\tDSDIRT1\nstep/dirt2\t\t\tDSDIRT2\nstep/dirt3\t\t\tDSDIRT3\nstep/dirt4\t\t\tDSDIRT4\nstep/dirt5\t\t\tDSDIRT5\nstep/dirt6\t\t\tDSDIRT6\n$random step/dirt { step/dirt1 step/dirt2 step/dirt3 step/dirt4 step/dirt5 step/dirt6 }\n\n// Gravel\nstep/gravel1\t\t\tDSGRAV1\nstep/gravel2\t\t\tDSGRAV2\nstep/gravel3\t\t\tDSGRAV3\nstep/gravel4\t\t\tDSGRAV4\n$random step/gravel { step/gravel1 step/gravel2 step/gravel3 step/gravel4 }\n\n// Hard\nstep/hard1\t\t\tDSHARD1\nstep/hard2\t\t\tDSHARD2\nstep/hard3\t\t\tDSHARD3\nstep/hard4\t\t\tDSHARD4\nstep/hard5\t\t\tDSHARD5\nstep/hard6\t\t\tDSHARD6\n$random step/hard { step/hard1 step/hard2 step/hard3 step/hard4 step/hard5 step/hard6 }\n\n// Metal A\nstep/metal/a1\t\t\tDSMET01\nstep/metal/a2\t\t\tDSMET02\nstep/metal/a3\t\t\tDSMET03\nstep/metal/a4\t\t\tDSMET04\nstep/metal/a5\t\t\tDSMET05\nstep/metal/a6\t\t\tDSMET06\n$random step/metal/a { step/metal/a1 step/metal/a2 step/metal/a3 step/metal/a4 step/metal/a5 step/metal/a6 }\n\n// Metal B (Thin Metals, Girders)\nstep/metal/b1\t\t\tDSMET201\nstep/metal/b2\t\t\tDSMET202\nstep/metal/b3\t\t\tDSMET203\nstep/metal/b4\t\t\tDSMET204\n$random step/metal/b { step/metal/b1 step/metal/b2 step/metal/b3 step/metal/b4 }\n\n// Rock\nstep/rock1\t\t\tDSROCK1\nstep/rock2\t\t\tDSROCK2\nstep/rock3\t\t\tDSROCK3\nstep/rock4\t\t\tDSROCK4\nstep/rock5\t\t\tDSROCK5\nstep/rock6\t\t\tDSROCK6\nstep/rock7\t\t\tDSROCK7\nstep/rock8\t\t\tDSROCK8\n$random step/rock { step/rock1 step/rock2 step/rock3 step/rock4 step/rock5 step/rock6 step/rock7 step/rock8 }\n\n// Snow\nstep/snow1\t\t\tDSSNOW1\nstep/snow2\t\t\tDSSNOW2\nstep/snow3\t\t\tDSSNOW3\nstep/snow4\t\t\tDSSNOW4\nstep/snow5\t\t\tDSSNOW5\nstep/snow6\t\t\tDSSNOW6\n$random step/snow { step/snow1 step/snow2 step/snow3 step/snow4 step/snow5 step/snow6 }\n\n// Tile A\nstep/tile/a1\t\t\tDSTILE01\nstep/tile/a2\t\t\tDSTILE02\nstep/tile/a3\t\t\tDSTILE03\nstep/tile/a4\t\t\tDSTILE04\nstep/tile/a5\t\t\tDSTILE05\nstep/tile/a6\t\t\tDSTILE06\n$random step/tile/a { step/tile/a1 step/tile/a2 step/tile/a3 step/tile/a4 step/tile/a5 step/tile/a6 }\n\n// Tile B (Hallways, Marble/Finer Tiles)\nstep/tile/b1\t\t\tDSTILE21\nstep/tile/b2\t\t\tDSTILE22\nstep/tile/b3\t\t\tDSTILE23\nstep/tile/b4\t\t\tDSTILE24\nstep/tile/b5\t\t\tDSTILE25\nstep/tile/b6\t\t\tDSTILE26\nstep/tile/b7\t\t\tDSTILE27\nstep/tile/b8\t\t\tDSTILE28\n$random step/tile/b { step/tile/b1 step/tile/b2 step/tile/b3 step/tile/b4 step/tile/b5 step/tile/b6 step/tile/b7 step/tile/b8 }\n\n// Wood\nstep/wood1\t\t\tDSWOOD1\nstep/wood2\t\t\tDSWOOD2\nstep/wood3\t\t\tDSWOOD3\nstep/wood4\t\t\tDSWOOD4\n$random step/wood { step/wood1 step/wood2 step/wood3 step/wood4 }\n\n// Slime\nstep/slime1\t\t\tDSSLIME1\nstep/slime2\t\t\tDSSLIME2\nstep/slime3\t\t\tDSSLIME3\nstep/slime4\t\t\tDSSLIME4\n$random step/slime { step/slime1 step/slime2 step/slime3 step/slime4 }\n\n// Slimy\nstep/slimy1\t\t\tDSSLIMY1\nstep/slimy2\t\t\tDSSLIMY2\nstep/slimy3\t\t\tDSSLIMY3\nstep/slimy4\t\t\tDSSLIMY4\n$random step/slimy { step/slimy1 step/slimy2 step/slimy3 step/slimy4 }\n\n// Lava\nstep/lava1\t\t\tDSLAVA1\nstep/lava2\t\t\tDSLAVA2\nstep/lava3\t\t\tDSLAVA3\nstep/lava4\t\t\tDSLAVA4\n$random step/lava { step/lava1 step/lava2 step/lava3 step/lava4 }"
}
]
},
"maps": []
}