endless_v04r2.2.pk3

PK3 7.9 MiB 5 map(s)

Counts

endoom0
graphics0
lumps19
maps5
palettes0

Totals (across maps)

Things500
Linedefs3974
Sectors843
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "54263855-6d53-4da1-a699-1b66823cb079",
    "sha1": "62006a4b03ec7620e3a1c74dd5418176a3dbd00c",
    "sha256": "ce9089f081d9937086925239383f8011c7923360d145be5dfa45ababf9fc704a",
    "filenames": [
      "endless_v04r2.2.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2015-06-18 22:55:17",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png",
        "MAP02": "MAP02.png",
        "MAP03": "MAP03.png",
        "MAP04": "MAP04.png",
        "MAP05": "MAP05.png",
        "map01": "map01.png",
        "map02": "map02.png",
        "map03": "map03.png",
        "map04": "map04.png",
        "map05": "map05.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-06-18 22:55:17",
    "file": {
      "type": "PK3",
      "size": 8279044,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/62006a4b03ec7620e3a1c74dd5418176a3dbd00c/62006a4b03ec7620e3a1c74dd5418176a3dbd00c.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01",
        "MAP02",
        "MAP03",
        "MAP04",
        "MAP05"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 19,
        "maps": 5,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "actor DarkArmor : BasicArmorPickup\n{\n\tInventory.Icon ARM5A0\n\tInventory.Respawntics 1050\n\tInventory.PickupSound \"misc/i_pkup\"\n\tInventory.PickupMessage \"Picked up the darkarmor!\"\n\tArmor.SavePercent 70\n\tArmor.SaveAmount 300\n\tTranslation \"112:123=102:111\", \"124:127=5:8\"\n\tStates\n\t{\n\tSpawn:\n\t\tARM1 AB 6\n\t\tLoop\n\t}\n}\n\nActor ChaingunSpawnerPlus : RandomSpawner 20050\n{\n\tDropItem \"OMGMinigun\"\n\tDropItem \"StreetCleaner\"\n\tDropItem \"RocketChaingun\"\n}\n\nActor PlasmaRifleSpawnerPlus : RandomSpawner 20051\n{\n\tDropItem \"PlasmaRifle\"\n\tDropItem \"OMGRailgun\"\n\tDropItem \"AutoRailgun\"\n\tDropItem \"Flamer\"\n}\n\nactor BossSpawning\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n\tStates\n\t{\n\tSpawn:\n \t\tTNT1 A 0\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn1\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn2\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n\t\tStop\n\t}\n}\n\nactor SuperBossSpawning\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n\tStates\n\t{\n\tSpawn:\n \t\tTNT1 A 0\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn3\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn4\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n \t\tTNT1 A 2 A_SpawnItemEx(\"BossSpawn5\",random(-64,64),random(-64,64),random(16,96),0,0,0,random(-48,48))\n\t\tStop\n\t}\n}\n\nactor BossSpawn1\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n\tStates\n\t{\n\tSpawn:\n\t\tTFOG GHIJIHG 4 BRIGHT\n\t\tStop\n\t}\n}\n\nactor BossSpawn2\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n\tStates\n\t{\n\tSpawn:\n\t\tBFE2 DCBCD 4 BRIGHT\n\t\tStop\n\t}\n}\n\nactor BossSpawn3\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n\tStates\n\t{\n\tSpawn:\n\t\tIFOG EDCBABCDE 4 BRIGHT\n\t\tStop\n\t}\n}\n\nactor BossSpawn4\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n    Translation \"112:127=176:191\",\"224:231=24:31\",\"168:168=23:23\"\n\tStates\n\t{\n\tSpawn:\n\t\tTFOG GHIJIHG 4 BRIGHT\n\t\tStop\n\t}\n}\n\nactor BossSpawn5\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n    Translation \"112:127=176:191\",\"224:231=24:31\",\"168:168=23:23\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFE2 DCBCD 4 BRIGHT\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "map MAP01 \"Pit Fight\"\n{\n\tmusic = D_MAP01\n\tsky1 = \"sky3\"\n\tnoinfighting\n\tAllowMonsterTeleFrags\n\tnext = MAP02\n}\n\nmap MAP02 \"Castle Crash\"\n{\n\tmusic = D_MAP02\n\tsky1 = \"sky1\"\n\tnoinfighting\n\tAllowMonsterTeleFrags\n\tnext = MAP03\n}\n\nmap MAP03 \"Base Ically\"\n{\n\tmusic = D_MAP03\n\tsky1 = \"sky1\"\n\tnoinfighting\n\tAllowMonsterTeleFrags\n\tnext = MAP04\n}\n\nmap MAP04 \"Trapped\"\n{\n\tmusic = D_MAP04\n\tsky1 = \"sky3\"\n\tnoinfighting\n\tAllowMonsterTeleFrags\n\tnext = MAP05\n}\n\nmap MAP05 \"Look, Up in the Sky\"\n{\n\tmusic = D_MAP05\n\tsky1 = \"sky2\"\n\tnoinfighting\n\tAllowMonsterTeleFrags\n\tnext = MAP01\n}"
      },
      {
        "source": "pk3",
        "name": "readme.txt",
        "contents": "================================================================================\nAdvanced engine needed  : Zandronum 2.0\n================================================================================\nTitle                   : Endless Survival\nFilename                : endless_v04.pk3\nAuthor                  : deathz0r\nLast updated            : April 29th, 2015\nOther Files By Author   : UDM series, do-tims, OMGWPNS, other shit\n================================================================================\n\n* Description *\n\nThe premise of this WAD is straight forward: It plays like Invasion, except it's\nnot wave-based. Monsters constantly spawn, there is no end, no exit. The\nobjective is to survive as long as possible and get a damn good score doing it.\nThis is a WAD that is strictly for the Survival Co-operative game mode.\n\nBy default, Endless Survival requires OMGWPNS to function properly. Mod support\nhas been added that can replace OMGWPNS with any reasonably coded gameplay mod.\nSee the modders guide section below for further detalis.\n\nEach player starts with the Chainsaw, Shotgun, Chaingun, and the Laser Pistol\nfrom OMGWPNS, and additionally with the Super Shotgun and Minigun from OMGWPNS\non Nightmare. Monsters randomly spawn and give a random amount of points upon\ndeath from a player source.\n\nHealth, armor and ammo spawn from designated areas (one health/armor deposit per\nlevel, multiple ammo deposits based on the layout) and respawn when a player\npicks up said items. Weapons are unlocked based on kills or points, and there is\n4-6 weapons for each threshold type. Doom weapons are always unlocked based on\nkills, while OMGWPNS are unlocked based on points or kills if there are more\nthan 4 weapons to unlock for each threshold type. Armor is upgraded when you\nreach a certain threshold of points.\n\nThe points you gain from killing monsters scales on the skill level, as the type\nof monsters that spawn are based on the skill level. On certain skill levels,\nthere are monsters that are referred to as \"strong monsters\", which have a\nstronger presence than the average monster of that skill level, if they are\nchosen to spawn there is a less than 100% chance of them actually spawning. If\nthey fail to spawn, a regular monster will spawn instead. They do not give\nadditional points.\n\nThere is also a level up system, which reduces the delay of monster and ammo\nspawns. Leveling up is achieved by reaching a threshold of monster deaths.\n\nBosses spawn every 50 kills on all skills except I'm Too Young To Die and\nNightmare, as bosses spawn every 100 kills on I'm Too Young To Die and bosses do\nnot spawn at a set interval on Nightmare. Super bosses spawn every 500 kills on\nHurt Me Plenty and Ultra-Violence, and every 100 kills on Nightmare.\n\nBosses have a small chance of randomly spawning on Ultra-Violence, while it is\nguaranteed on Nightmare if they are chosen to spawn. Non-random bosses give a\nlot of points if they die (less if they die from monster damage), while random\nbosses give less points. Monsters do not infight, and kills are not counted for\nmonsters that die due to monster damage.\n\n================================================================================\n\n* Modders guide *\n\nThe best feature of Endless Survival as of v0.4 is that it has a very powerful\nACS config library (SVCONFIG), which can be modified by modders and placed in a\nseperate PK3 to completely change what monsters spawn, what types of weapons,\npowerups, ammo types and armor that spawn at the start of the map, the threshold\nof how many kills are required before non-random bosses spawn, and many more\nfeatures. This allows Endless Survival to be paired with any gameplay mod that\nis reasonably coded. Refer to svconfig.acs in the acs folder of this PK3 for\nmore details.\n\nIt is also possible to expand on the mechanics of Endless Survival thanks to the\nextension library (SVEXTEND), which has pre-defined functions used in the core\nlibrary that can be populated or replaced with custom code to provide features\nthat are not planned to be implemented in the core library. Refer to\nsvextend.acs in the acs folder of this PK3 for more details.\n\nThe core library (SVCOMMON) defines the \"engine\" of Endless Survival. There\nshould be almost no need to modify the library. If you can find a justified\nreason for modifying the core library, please make a post in the forum thread\nlisted at the end of this text file, or PM me on the Zandronum forums and I will\nbe happy to discuss. Refer to svcommon.acs in the acs folder of this PK3 for\nmore details.\n\nExisting maps will most likely be updated in the future to allow growth for\ngeneric mod expansion that is beyond the scope of what I am personally\nachieving.\n\n================================================================================\n\n* Mappers guide *\n\nDo you want to make a map for Endless Survival? I would love to see your\nsubmission(s)! I recommend looking at existing maps for a good template of how\nto create maps for Endless Survival, but I will also list a reference guide of\nthing IDs and sector tags that are allocated for generic Endless Survival maps.\n\nTID reference list\n\n1-999 = Map spots for spawning monsters\n1000-1099 = Health\n1100-1199 = Health spawn location\n1200-1299 = Armor\n1300-1399 = Armor spawn location\n1400-1599 = Ammo\n1600-1799 = Ammo spawn location\n1800-1899 = Powerups\n1900-1999 = Powerups spawn location\n2000-2099 = Weapons\n2100-2199 = Weapons spawn location\n2200 = Out-of-map map spot\n2201-2399 = Monster path nodes\n4000-4199 = Players\n4200-4999 = Bosses\n5000+ = Monsters\n\n2400-3999 is unallocated (this may change in future versions)\n\nSector tag reference list\n\n1 = Conveyor sector for item station facing south\n2 = Conveyor sector for item station facing north\n3 = Conveyor sector for item station facing west\n4 = Conveyor sector for item station facing east\n5 = Conveyor sector for item station facing south-west\n6 = Conveyor sector for item station facing south-east\n7 = Conveyor sector for item station facing north-west\n8 = Conveyor sector for item station facing north-east\n50-99 = sectors for unlocking weapons by score\n100-149 = sectors for unlocking weapons by kills\n150-199 = sectors for unlocking powerups\n\nIt is recommended to use sector tags from 500 onwards for map-specific actions\n\nNote: The sectors for unlocking weapons/powerups don't strictly need to raise\n      their ceiling by 24 units, if you want to have another method of unlocking\n\t  weapons/powerups such as lowering floors or moving polyobjects, please do\n\t  not hesitate to contact me and I'll cater for your needs!\n\nScript numbers 1-20 are reserved (TODO: use named scripts for next release)\n\n================================================================================\n\n* Changelog *\n\nv0.4 - April 29th, 2015\n\n* Mod support!\n* Endless Survival code has been almost entirely re-written and has now been\n  split into three libraries: core library (SVCOMMON), config library (SVCONFIG)\n  and extension library (SVEXTEND)\n* I don't remember what bugs I've fixed since the previous version, to be honest\n* Super Shotgun and Minigun are now given to the player immediately in Nightmare\n* Maximum score for monsters reduced from 700 to 500 in Ultra-Violence\n* Zombieman, Grenade Zombieman, Pulse Zombieman, Sargeant, Imp, Death Imp,\n  Demon, Spectre, Lost Soul, Slime Demon and Baby Cacodemon removed from\n  Ultra-Violence\n* Pain Elemental, Conjurer, Summoner and Caco Elemental removed from strong\n  monsters list on Ultra-Violence\n* Tarantutron and Plasma Chaingun Guy removed from Nightmare\n* Missile Mastermind, Arachnotron and Mancubus added to Nightmare\n* Monsters spawned by Pain Elemental, Conjurer, Summoner and Caco Elemental no\n  longer die when the parent has died in Nightmare\n* Imp Lord no longer spawns as a non-random boss from Hurt Me Plenty onwards\n* Revenant Lord no longer spawns as a non-random boss in I'm Too Young To Die\n* Superbosses now spawn in Nightmare every 100 kills (there is still only one\n  super boss type)\n* Minor map changes to MAP04\n\nv0.31 - April 19th, 2015\n\n* Uncompiled ACS library script is now available!\n* Yet another significant cleanup and optimisation of ACS library script code\n* Fixed a script error where monsters in UV will give the same amount of score\n  as a random boss due to an incorrect IF statement with checking which death\n  script to run if the value of bossgenerator was 50-65, and said value would be\n  maintained until the condition that changes the value of bossgenerator is met\n  again (when the spawn script tries to spawn a random boss)\n* Increased level cap to 15 and refactored monster spawn delay times based on\n  the current level\n* Item depositories no longer use teleport destinations and now use map spots\n* Fixed a texture alignment issue on MAP02\n\nv0.3 - April 15th, 2015\n\n* New map, MAP05! This is a filler map to test random spawning weapons, it may\n  or may not stay in future versions depending on demand\n* Fixed a bug in MAP03 where a sector had an incorrect sector tag\n* ACS library cleanup which should allow for greater expandability/complexity of\n  maps\n* Decreased the score given for boss kills from 10000-15000 to 7500-10000\n* Decreased the score given for super boss kills from 25000-30000 to 20000-25000\n\nv0.22 - April 12th, 2015\n\n* Added double ammo for the ammo depository that is in the same location as the\n  player spawns on each map\n* Doubled the number of spawns on MAP02, enabled the lift to be used by monsters\n* Added a lift at the ledge on MAP03, which can also be used by monsters\n\nv0.21 - April 8th, 2015\n\n* Bosses now spawn after a three second delay, an actor to visually notify where\n  a boss is spawning has been added\n* Added expanding outside area for map03 and a new ammo depository\n* Level cap increased from 11 to 13 (threshold for reaching level 11 has been\n  decreased)\n* Algorithm for the monster spawn delay with regards to leveling up has been\n  refactored\n\nv0.2 - April 1st, 2015\n\n* Eight new monsters! Mini-Spider Mastermind, Suicide Demon, Pain Elemental,\n  Conjurer, Summoner, Caco Elemental, Arachnotron Lord and Demon of the Pit!\n* Note on Pain Elemental and similar creatures: The summoned monsters do not\n  count towards monster kills or deaths in any way. If you kill the summoner,\n  all that were created by the summoner will die. All summoners are classified\n  as strong monsters\n* Super bosses implemented! Only one currently exists (Demon of the Pit), they\n  spawn every 500 kills on Hurt Me Plenty and Ultra-Violence and give twice the\n  score than regular bosses (will probably increase the score bonus even more in\n  a later update)\n* Strong monster spawn chance has been increased from 40% to 50% on Hurt Me\n  Plenty, 60% to 66% on Ultra-Violence, and now 33% on Hey, Not Too Rough\n* Baron of Hell added to strong monster list on Hey, Not Too Rough only (will\n  spawn 100% of the time on higher skill levels)\n* Removed Revenant and Suicide Soul from Hey, Not Too Rough\n* Detailing of MAP02 improved by a fair amount, textures are now aligned\n  properly along with a few extra layout additions\n* MAP04 textures are now aligned properly so it looks slightly less like ass\n\nv0.11 - March 30th, 2015\n\n* Added Tarantutron to the strong monsters list (40% chance to spawn on HMP, 60%\n  chance on UV, 100% on NM)\n* Enabled mini-Spectre\n* Removed Minion from I'm Too Young To Die\n* Standardised ammo placement in the ammo deposits across MAP02, MAP03 and MAP04\n* Minor map changes to MAP04, added a new ammo deposit area\n\nv0.1 - March 26th, 2015\n\n* Initial release\n\n================================================================================\n\n* Special thanks *\n\nVicious Pariah - this project would have been forever unreleased and I wouldn't\n\t\t\t\t have came back to the Doom community if he didn't seek me out\n\t\t\t\t on Steam and I decided to randomly give him what I had done at\n\t\t\t\t that point\n\nDakkon - for being the first fan of this project and giving me a lot of very\n\t\t useful feedback early on\n\narkore - for giving me incentive to push forward with releasing the library\n\t\t script and expanding greatly on having customization features\n\nAll of the people in #vr who helped me with random ACS questions\n\nEveryone who has given feedback that was useful and not complaining about the\ndifficulty\n\n================================================================================\n\n* Copyright / Permissions *\n\nAuthors MAY use the contents of this file as a base for\nmodification or reuse.\n\nYou MAY distribute this file, provided you include this text file, with\nno modifications.  You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact.  I have received permission from the original authors of any\nmodified or included content in this file to allow further distribution.\n\n================================================================================\n\n* Latest updates *\n\nhttp://zandronum.com/forum/showthread.php?tid=5811"
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