//Common MAPINFO for Wolfenstein 3D TC gameinfo { playerclasses = "WolfPlayer" weaponslot = 1, "WolfKnife" weaponslot = 2, "WolfPistol" weaponslot = 3, "WolfMachineGun" weaponslot = 4, "WolfChaingun" weaponslot = 5, "WolfFlamethrower" weaponslot = 6, "WolfRocketLauncher" quitmessages = "$QUITMSG1", "$QUITMSG2", "$QUITMSG3", "$QUITMSG4", "$QUITMSG5", "$QUITMSG6", "$QUITMSG7", "$QUITMSG8", "$QUITMSG9", "$QUITMSG10", "$QUITMSG11", "$QUITMSG12", "$QUITMSG13", "$QUITMSG14", "$QUITMSG15", "$QUITMSG16", "$QUITMSG17", "$QUITMSG18" endoom = "EndWolf" dimcolor = "00 00 00" dimamount = 0.7 cursorpic = "CURSOR" borderflat = "GREEN" border = 8, 8, "WBRD_TR", "WBRD_T", "WBRD_TL", "WBRD_R", "WBRD_L", "WBRD_BR", "WBRD_B", "WBRD_BL" menufontcolor_title = "WolfMenuYellowBright" menufontcolor_label = "WolfMenuGray" menufontcolor_value = "WolfMenuLightGray" menufontcolor_action = "WolfMenuGray" menufontcolor_header = "WolfMenuYellow" menufontcolor_highlight = "TrueWhite" menufontcolor_selection = "WolfMenuYellowBright" menubackbutton = "M_BACK_W" // menumusic = "WONDERIN" pausesign = "W_PAUSE" infopage = "HELP" maparrow = "maparrows/knife.txt" } map TITLEMAP "Consolidated Wolfenstein 3D Total Conversion" { levelnum = 999 } clearepisodes episode E1L1 { name = "Escape from Wolfenstein" Key = "e" } episode E2L1 { name = "Operation: Eisenfaust" Key = "o" } episode E3L1 { name = "Die, Fuhrer, Die!" Key = "d" } episode E4L1 { name = "A Dark Secret" Key = "a" } episode E5L1 { name = "Trail of the Madman" Key = "t" } episode E6L1 { name = "Confrontation" Key = "c" } episode SOD01 { name = "Spear of Destiny" Key = "s" } episode SD201 { name = "Return to Danger" Key = "r" } episode SD301 { name = "Ultimate Challenge" Key = "u" } gamedefaults { nointermission bordertexture = "GREEN" sky1 = "CEILING" allowrespawn nocrouch nojump no_grinding_polyobj titlepatch = "STATBKG" exitpic = "STATBKG" enterpic = "STATBKG" cluster = 1 } // Episode 1 map E1L1 "Floor 1" //Secret Exit { music = GETTHEM secretnext = E1L0 next = E1L2 par = 90 levelnum = 1 } map E1L2 "Floor 2" { music = SEARCHN next = E1L3 par = 120 levelnum = 2 } map E1L3 "Floor 3" { music = POW next = E1L4 par = 120 levelnum = 3 } map E1L4 "Floor 4" { music = SUSPENSE next = E1L5 levelnum = 4 par = 210 } map E1L5 "Floor 5" { music = GETTHEM next = E1L6 par = 180 levelnum = 5 } map E1L6 "Floor 6" { music = SEARCHN next = E1L7 par = 180 levelnum = 6 } map E1L7 "Floor 7" { music = POW next = E1L8 par = 150 levelnum = 7 } map E1L8 "Floor 8" { music = SUSPENSE next = E1L9 par = 150 levelnum = 8 } map E1L9 "Floor 9" { music = WARMARCH par = 0 levelnum = 9 } map E1L0 "Secret Floor" { music = CORNER next = E1L2 par = 0 levelnum = 10 } // Episode 2 map E2L1 "Floor 1" //Secret Exit { music = NAZI_OMI next = E2L2 secretnext = E2L0 par = 90 levelnum = 11 } map E2L2 "Floor 2" { music = PREGNANT next = E2L3 par = 210 levelnum = 12 } map E2L3 "Floor 3" { music = GOINGAFT next = E2L4 par = 180 levelnum = 13 } map E2L4 "Floor 4" { music = HEADACHE next = E2L5 par = 120 levelnum = 14 } map E2L5 "Floor 5" { music = NAZI_OMI next = E2L6 par = 240 levelnum = 15 } map E2L6 "Floor 6" { music = PREGNANT next = E2L7 par = 360 levelnum = 16 } map E2L7 "Floor 7" { music = HEADACHE next = E2L8 par = 60 levelnum = 17 } map E2L8 "Floor 8" { music = GOINGAFT next = E2L9 par = 180 levelnum = 18 } map E2L9 "Floor 9" { music = WARMARCH par = 0 levelnum = 19 specialaction = "DrSchabbs", "ACS_ExecuteAlways", 27, 0 } map E2L0 "Secret Floor" { music = DUNGEON next = E2L2 par = 0 levelnum = 20 } // Episode 3: Die, Fuhrer, Die! map E3L1 "Floor 1" { music = INTROCW3 next = E3L2 par = 90 levelnum = 21 } map E3L2 "Floor 2" { music = NAZI_RAP next = E3L3 par = 90 levelnum = 22 } map E3L3 "Floor 3" { music = TWELFTH next = E3L4 par = 150 levelnum = 23 } map E3L4 "Floor 4" { music = ZEROHOUR next = E3L5 par = 150 levelnum = 24 } map E3L5 "Floor 5" { music = INTROCW3 next = E3L6 par = 210 levelnum = 25 } map E3L6 "Floor 6" { music = NAZI_RAP next = E3L7 par = 150 levelnum = 26 } map E3L7 "Floor 7" //Secret Exit { music = TWELFTH next = E3L8 secretnext = E3L0 par = 120 levelnum = 27 } map E3L8 "Floor 8" { music = ZEROHOUR next = E3L9 par = 360 levelnum = 28 } map E3L9 "Floor 9" { music = ULTIMATE par = 0 levelnum = 29 specialaction = "Hitler2", "ACS_ExecuteAlways", 27, 0 } map E3L0 "Secret Floor" { music = PACMAN next = E3L8 par = 0 levelnum = 30 } //Episode 4 map E4L1 "Floor 1" { music = GETTHEM next = E4L2 par = 120 levelnum = 31 } map E4L2 "Floor 2" { music = SEARCHN next = E4L3 par = 120 levelnum = 32 } map E4L3 "Floor 3" //Secret Exit { music = POW next = E4L4 secretnext = E4L0 par = 90 levelnum = 33 } map E4L4 "Floor 4" { music = SUSPENSE next = E4L5 par = 60 levelnum = 34 } map E4L5 "Floor 5" { music = GETTHEM next = E4L6 par = 270 levelnum = 35 } map E4L6 "Floor 6" { music = SEARCHN next = E4L7 par = 210 levelnum = 36 } map E4L7 "Floor 7" { music = POW next = E4L8 par = 120 levelnum = 37 } map E4L8 "Floor 8" { music = SUSPENSE next = E4L9 par = 270 levelnum = 38 } map E4L9 "Floor 9" { music = WARMARCH par = 0 levelnum = 39 specialaction = "GiftMacher", "ACS_ExecuteAlways", 27, 0 } map E4L0 "Secret Floor" { music = CORNER next = E4L4 par = 0 levelnum = 40 } //Episode 5 map E5L1 "Floor 1" { music = NAZI_OMI next = E5L2 par = 150 levelnum = 41 } map E5L2 "Floor 2" { music = PREGNANT next = E5L3 par = 90 levelnum = 42 } map E5L3 "Floor 3" { music = GOINGAFT next = E5L4 par = 150 levelnum = 43 } map E5L4 "Floor 4" { music = HEADACHE next = E5L5 par = 150 levelnum = 44 } map E5L5 "Floor 5" //Secret Exit { music = NAZI_OMI next = E5L6 secretnext = E5L0 par = 240 levelnum = 45 } map E5L6 "Floor 6" { music = PREGNANT next = E5L7 par = 180 levelnum = 46 } map E5L7 "Floor 7" { music = GOINGAFT next = E5L8 par = 270 levelnum = 47 } map E5L8 "Floor 8" { music = HEADACHE next = E5L9 par = 210 levelnum = 48 } map E5L9 "Floor 9" { music = WARMARCH par = 0 levelnum = 49 } map E5L0 "Secret Floor" { music = DUNGEON next = E5L6 par = 0 levelnum = 50 } //Episode 6 map E6L1 "Floor 1" { music = INTROCW3 next = E6L2 par = 390 levelnum = 51 } map E6L2 "Floor 2" { music = NAZI_RAP next = E6L3 par = 240 levelnum = 52 } map E6L3 "Floor 3" //Secret Exit { music = TWELFTH next = E6L4 secretnext = E6L0 par = 270 levelnum = 53 } map E6L4 "Floor 4" { music = ZEROHOUR next = E6L5 par = 360 levelnum = 54 } map E6L5 "Floor 5" { music = INTROCW3 next = E6L6 par = 300 levelnum = 55 } map E6L6 "Floor 6" { music = NAZI_RAP next = E6L7 par = 330 levelnum = 56 } map E6L7 "Floor 7" { music = TWELFTH next = E6L8 par = 330 levelnum = 57 } map E6L8 "Floor 8" { music = ZEROHOUR next = E6L9 par = 510 levelnum = 58 } map E6L9 "Floor 9" { music = ULTIMATE par = 0 levelnum = 59 specialaction = "FatFace", "ACS_ExecuteAlways", 27, 0 } map E6L0 "Secret Floor" { music = FUNKYOU next = E6L4 par = 0 levelnum = 60 } //Spear of Destiny map SOD01 "Tunnels: Floor 1" { music = XTIPTOE par = 90 next = SOD02 levelnum = 101 } map SOD02 "Tunnels: Floor 2" { music = XFUNKIE par = 210 next = SOD03 levelnum = 102 } map SOD03 "Tunnels: Floor 3" { music = XDEATH par = 165 next = SOD04 levelnum = 103 } map SOD04 "Tunnels: Floor 4" { music = XGETYOU par = 210 next = SOD05 secretnext = SOD19 levelnum = 104 } map SOD05 "Tunnel Boss: Floor 5" { music = ULTIMATE par = 0 next = SOD06 levelnum = 105 } map SOD06 "Dungeons: Floor 6" { music = DUNGEON par = 270 next = SOD07 levelnum = 106 } map SOD07 "Dungeons: Floor 7" { music = GOINGAFT par = 195 next = SOD08 levelnum = 107 } map SOD08 "Dungeons: Floor 8" { music = POW par = 165 next = SOD09 levelnum = 108 } map SOD09 "Dungeons: Floor 9" { music = TWELFTH par = 285 next = SOD10 levelnum = 109 } map SOD10 "Dungeon Boss: Floor 10" { music = ULTIMATE par = 0 next = SOD11 levelnum = 110 } map SOD11 "Castle: Floor 11" { music = NAZI_OMI par = 390 next = SOD12 levelnum = 111 } map SOD12 "Castle: Floor 12" { music = GETTHEM par = 270 next = SOD13 levelnum = 112 secretnext = SOD20 } map SOD13 "Castle: Floor 13" { music = SUSPENSE par = 165 next = SOD14 levelnum = 113 } map SOD14 "Castle: Floor 14" { music = SEARCHN par = 270 next = SOD15 levelnum = 114 } map SOD15 "Castle: Floor 15" { music = ZEROHOUR par = 360 next = SOD16 levelnum = 115 } map SOD16 "Castle Boss: Floor 16" { music = ULTIMATE par = 0 next = SOD17 levelnum = 116 } map SOD17 "Ramparts: Floor 17" { music = XPUTIT par = 360 next = SOD18 levelnum = 117 } map SOD18 "Death Knight: Floor 18" { music = ULTIMATE par = 0 next = SOD21 levelnum = 118 } map SOD19 "Secret 1: Floor 19" { music = XJAZNAZI par = 0 next = SOD05 levelnum = 119 } map SOD20 "Secret 2: Floor 20" { music = XFUNKIE par = 0 next = SOD13 levelnum = 120 } map SOD21 "Angel of Death: Floor 18" { music = XEVIL par = 0 levelnum = 121 specialaction = "AngelofDeath", "ACS_ExecuteAlways", 4, 0, 2 } //Lost Episodes map SD201 "The Submarine Pens: Floor 1" { music = XTIPTOE par = 90 next = SD202 levelnum = 201 } map SD202 "The Submarine Pens: Floor 2" { music = XFUNKIE par = 210 next = SD203 levelnum = 202 } map SD203 "The Submarine Pens: Floor 3" { music = XDEATH par = 165 next = SD204 levelnum = 203 } map SD204 "The Submarine Pens: Floor 4" { music = XGETYOU par = 210 next = SD205 secretnext = SD219 levelnum = 204 } map SD205 "Submarine Pen Boss: Floor 5" { music = ULTIMATE par = 0 next = SD206 levelnum = 205 } map SD206 "Secret Weapons Research: Floor 6" { music = DUNGEON par = 270 next = SD207 levelnum = 206 } map SD207 "Secret Weapons Research: Floor 7" { music = GOINGAFT par = 195 next = SD208 levelnum = 207 } map SD208 "Secret Weapons Research: Floor 8" { music = POW par = 165 next = SD209 levelnum = 208 } map SD209 "Secret Weapons Research: Floor 9" { music = TWELFTH par = 285 next = SD210 levelnum = 209 } map SD210 "Secret Weapons Research Boss: Floor 10" { music = ULTIMATE par = 0 next = SD211 levelnum = 210 } map SD211 "Atomic Research: Floor 11" { music = NAZI_OMI par = 390 next = SD212 levelnum = 211 } map SD212 "Atomic Research: Floor 12" { music = GETTHEM par = 270 next = SD213 levelnum = 212 secretnext = SD220 } map SD213 "Atomic Research: Floor 13" { music = SUSPENSE par = 165 next = SD214 levelnum = 213 } map SD214 "Atomic Research: Floor 14" { music = SEARCHN par = 270 next = SD215 levelnum = 214 } map SD215 "Atomic Research: Floor 15" { music = ZEROHOUR par = 360 next = SD216 levelnum = 215 } map SD216 "Atomic Research Boss: Floor 16" { music = ULTIMATE par = 0 next = SD217 levelnum = 216 } map SD217 "The Command Bunker: Floor 17" { music = XPUTIT par = 360 next = SD218 levelnum = 217 } map SD218 "The Robot: Floor 18" { music = ULTIMATE par = 0 next = SD221 levelnum = 218 } map SD219 "Secret 1: Floor 19" { music = XJAZNAZI par = 0 next = SD205 secretnext = SD205 levelnum = 219 } map SD220 "Secret 2: Floor 20" { music = XFUNKIE par = 0 next = SD213 levelnum = 220 } map SD221 "The Final Retreat: Floor 18" { music = XEVIL par = 0 levelnum = 221 specialaction = "DevilIncarnate", "ACS_ExecuteAlways", 4, 0, 2 } // The Ultimate Challenge map SD301 "Computer Technology Labs: Floor 1" { music = XTIPTOE par = 90 next = SD302 levelnum = 301 } map SD302 "Computer Technology Labs: Floor 2" { music = XFUNKIE par = 210 next = SD303 levelnum = 302 } map SD303 "Computer Technology Labs: Floor 3" { music = XDEATH par = 165 next = SD304 levelnum = 303 } map SD304 "Computer Technology Labs: Floor 4" { music = XGETYOU par = 210 next = SD305 secretnext = SD319 levelnum = 304 } map SD305 "Computer Technology Lab Boss: Floor 5" { music = ULTIMATE par = 0 next = SD306 levelnum = 305 } map SD306 "Laser Guidance Systems: Floor 6" { music = DUNGEON par = 270 next = SD307 levelnum = 306 } map SD307 "Laser Guidance Systems: Floor 7" { music = GOINGAFT par = 195 next = SD308 levelnum = 307 } map SD308 "Laser Guidance Systems: Floor 8" { music = POW par = 165 next = SD309 levelnum = 308 } map SD309 "Laser Guidance Systems: Floor 9" { music = TWELFTH par = 285 next = SD310 levelnum = 309 } map SD310 "Laser Guidance System Boss: Floor 10" { music = ULTIMATE par = 0 next = SD311 levelnum = 310 } map SD311 "Satellite Systems: Floor 11" { music = NAZI_OMI par = 390 next = SD312 levelnum = 311 } map SD312 "Satellite Systems: Floor 12" { music = GETTHEM par = 270 next = SD313 levelnum = 312 secretnext = RTD20 } map SD313 "Satellite Systems: Floor 13" { music = SUSPENSE par = 165 next = SD314 levelnum = 313 } map SD314 "Satellite Systems: Floor 14" { music = SEARCHN par = 270 next = SD315 levelnum = 314 } map SD315 "Satellite Systems: Floor 15" { music = ZEROHOUR par = 360 next = SD316 levelnum = 315 } map SD316 "Satellite System Boss: Floor 16" { music = ULTIMATE par = 0 next = SD317 levelnum = 316 } map SD317 "The Fuhrerbunker: Floor 17" { music = XPUTIT par = 360 next = SD318 levelnum = 317 } map SD318 "The Robot: Floor 18" { music = ULTIMATE par = 0 next = SD321 levelnum = 318 } map SD319 "Secret 1: Floor 19" { music = XJAZNAZI par = 0 next = RTD05 secretnext = RTD05 levelnum = 319 } map SD320 "Secret 2: Floor 20" { music = XFUNKIE par = 0 next = SD313 levelnum = 320 } map SD321 "The Future Threat: Floor 18" { music = XEVIL par = 0 levelnum = 321 specialaction = "DevilIncarnate", "ACS_ExecuteAlways", 4, 0, 2 } // End/Error Text clusterdef 1 { flat = "ERROR" music = "ENDLEVEL" exittext = " " } // Skill Definitions clearskills skill baby { DamageFactor = 0.5 SpawnFilter = "Easy" Name = "$SK_1" TextColor = "WolfMenuGrey" Key = "C" ReplaceActor = "HansGrosse", "HansGrosseEasy" ReplaceActor = "Mutant", "MutantEasy" ReplaceActor = "MMutant", "MMutantEasy" ReplaceActor = "DrSchabbs", "DrSchabbsEasy" ReplaceActor = "Hitler", "HitlerEasy" ReplaceActor = "Hitler2", "Hitler2Easy" ReplaceActor = "HitlerGhost", "HitlerGhostEasy" ReplaceActor = "Giftmacher", "GiftMacherEasy" ReplaceActor = "GretelGrosse", "GretelGrosseEasy" ReplaceActor = "FatFace", "FatFaceEasy" ReplaceActor = "TransGrosse", "TransGrosseEasy" ReplaceActor = "UberMutant", "UberMutantEasy" ReplaceActor = "BarnacleWilhelm", "BarnacleWilhelmEasy" ReplaceActor = "DeathKnight", "DeathKnightEasy" ReplaceActor = "AngelofDeath", "AngelofDeathEasy" ReplaceActor = "TransGrosse", "TransGrosseEasy" ReplaceActor = "TheAxe", "TheAxeEasy" ReplaceActor = "ProfessorQuarkblitz", "ProfessorQuarkblitzEasy" ReplaceActor = "RobotDroid", "RobotDroidEasy" ReplaceActor = "DevilIncarnate", "DevilIncarnateEasy" } skill easy { SpawnFilter = "Easy" Name = "$SK_2" TextColor = "WolfMenuGrey" Key = "D" ReplaceActor = "HansGrosse", "HansGrosseNormal" ReplaceActor = "Mutant", "MutantNormal" ReplaceActor = "MMutant", "MMutantNormal" ReplaceActor = "DrSchabbs", "DrSchabbsNormal" ReplaceActor = "Hitler", "HitlerNormal" ReplaceActor = "Hitler2", "Hitler2Normal" ReplaceActor = "HitlerGhost", "HitlerGhostNormal" ReplaceActor = "Giftmacher", "GiftMacherNormal" ReplaceActor = "GretelGrosse", "GretelGrosseNormal" ReplaceActor = "FatFace", "FatFaceNormal" ReplaceActor = "TransGrosse", "TransGrosseNormal" ReplaceActor = "UberMutant", "UberMutantNormal" ReplaceActor = "BarnacleWilhelm", "BarnacleWilhelmNormal" ReplaceActor = "DeathKnight", "DeathKnightNormal" ReplaceActor = "AngelofDeath", "AngelofDeathNormal" ReplaceActor = "TheAxe", "TheAxeNormal" ReplaceActor = "ProfessorQuarkblitz", "ProfessorQuarkblitzNormal" ReplaceActor = "RobotDroid", "RobotDroidNormal" ReplaceActor = "DevilIncarnate", "DevilIncarnateNormal" } skill normal { SpawnFilter = "Normal" Name = "$SK_3" TextColor = "WolfMenuGrey" Key = "B" defaultskill ReplaceActor = "HansGrosse", "HansGrosseMedium" ReplaceActor = "Mutant", "MutantMedium" ReplaceActor = "MMutant", "MMutantMedium" ReplaceActor = "DrSchabbs", "DrSchabbsMedium" ReplaceActor = "Hitler", "HitlerMedium" ReplaceActor = "Hitler2", "Hitler2Medium" ReplaceActor = "HitlerGhost", "HitlerGhostMedium" ReplaceActor = "Giftmacher", "GiftMacherMedium" ReplaceActor = "GretelGrosse", "GretelGrosseMedium" ReplaceActor = "FatFace", "FatFaceMedium" ReplaceActor = "TransGrosse", "TransGrosseMedium" ReplaceActor = "UberMutant", "UberMutantMedium" ReplaceActor = "BarnacleWilhelm", "BarnacleWilhelmMedium" ReplaceActor = "DeathKnight", "DeathKnightMedium" ReplaceActor = "AngelofDeath", "AngelofDeathMedium" ReplaceActor = "TheAxe", "TheAxeMedium" ReplaceActor = "ProfessorQuarkblitz", "ProfessorQuarkblitzMedium" ReplaceActor = "RobotDroid", "RobotDroidMedium" ReplaceActor = "DevilIncarnate", "DevilIncarnateMedium" } skill hard { SpawnFilter = "Hard" Name = "$SK_4" TextColor = "WolfMenuGrey" Key = "I" ReplaceActor = "HansGrosse", "HansGrosseHard" ReplaceActor = "Mutant", "MutantHard" ReplaceActor = "MMutant", "MMutantHard" ReplaceActor = "DrSchabbs", "DrSchabbsHard" ReplaceActor = "Hitler", "HitlerHard" ReplaceActor = "Hitler2", "Hitler2Hard" ReplaceActor = "HitlerGhost", "HitlerGhostHard" ReplaceActor = "Giftmacher", "GiftMacherHard" ReplaceActor = "GretelGrosse", "GretelGrosseHard" ReplaceActor = "FatFace", "FatFaceHard" ReplaceActor = "TransGrosse", "TransGrosseHard" ReplaceActor = "UberMutant", "UberMutantHard" ReplaceActor = "BarnacleWilhelm", "BarnacleWilhelmHard" ReplaceActor = "DeathKnight", "DeathKnightHard" ReplaceActor = "AngelofDeath", "AngelofDeathHard" ReplaceActor = "TheAxe", "TheAxeHard" ReplaceActor = "ProfessorQuarkblitz", "ProfessorQuarkblitzHard" ReplaceActor = "RobotDroid", "RobotDroidHard" ReplaceActor = "DevilIncarnate", "DevilIncarnateHard" } Intermission Inter_Cast { Image { // This is only here to initialize the background and the music Background = "BLACK" Time = -1 Music = "HITLWLTZ" } Link = WolfCast } Intermission WolfCast //In case someone uses it... { /* Cast { CastClass = "Dog" CastName = "$CC_DOG" AttackSound = "Melee", 2, "dog/attack" } Cast { CastClass = "BrownNazi" CastName = "$CC_BROWN" AttackSound = "Missile", 3, "shots/single" } Cast { CastClass = "BlueNazi" CastName = "$CC_BLUE" AttackSound = "Missile", 3, "shots/burst" AttackSound = "Missile", 5, "shots/burst" AttackSound = "Missile", 7, "shots/burst" AttackSound = "Missile", 9, "shots/burst" } Cast { CastClass = "HansGrosseEasy" CastName = "$CC_HANS" AttackSound = "Missile", 3, "boss/attack" AttackSound = "Missile", 5, "boss/attack" AttackSound = "Missile", 7, "boss/attack" } Cast { CastClass = "WhiteNazi" CastName = "$CC_WHITE" AttackSound = "Missile", 2, "shots/single" } Cast { CastClass = "MutantEasy" CastName = "$CC_MUTANT" AttackSound = "Missile", 1, "shots/single" AttackSound = "Missile", 3, "shots/single" } Cast { CastClass = "DrSchabbsEasy" CastName = "$CC_SCHABBS" AttackSound = "Missile", 1, "syringe/throw" } Cast { CastClass = "HitlerEasy" CastName = "$CC_HITLER" AttackSound = "Missile", 3, "boss/attack" AttackSound = "Missile", 5, "boss/attack" AttackSound = "Missile", 7, "boss/attack" AttackSound = "Missile", 9, "boss/attack" AttackSound = "Missile", 11, "boss/attack" } Cast { CastClass = "Hitler2Easy" CastName = "$CC_HITLER" AttackSound = "Missile", 3, "boss/attack" AttackSound = "Missile", 5, "boss/attack" AttackSound = "Missile", 7, "boss/attack" AttackSound = "Missile", 9, "boss/attack" AttackSound = "Missile", 11, "boss/attack" } Cast { CastClass = "HitlerGhostEasy" CastName = "$CC_HITLERGHOST" AttackSound = "Missile", 2, "flame/fire" AttackSound = "Missile", 4, "flame/fire" AttackSound = "Missile", 6, "flame/fire" AttackSound = "Missile", 8, "flame/fire" AttackSound = "Missile", 10, "flame/fire" AttackSound = "Missile", 12, "flame/fire" AttackSound = "Missile", 14, "flame/fire" AttackSound = "Missile", 16, "flame/fire" } Cast { CastClass = "GiftmacherEasy" CastName = "$CC_GIFTMACHER" AttackSound = "Missile", 2, "missile/fire" AttackSound = "Missile", 5, "missile/fire" } Cast { CastClass = "GretelGrossEasy" CastName = "$CC_GRETEL" AttackSound = "Missile", 2, "shots/single" AttackSound = "Missile", 3, "shots/single" AttackSound = "Missile", 4, "shots/single" AttackSound = "Missile", 5, "shots/single" AttackSound = "Missile", 6, "shots/single" AttackSound = "Missile", 7, "shots/single" } Cast { CastClass = "FatFaceEasy" CastName = "$CC_FATFACE" AttackSound = "Missile", 2, "missile/fire" AttackSound = "Missile", 4, "boss/attack" AttackSound = "Missile", 5, "boss/attack" } */ Cast { CastClass = "BJ" CastName = "" //"$CC_BJ" } } Automap { Base = "Raven" ShowLocks = True Background = "00 49 49" YourColor = "EE EE EE" WallColor = "00 66 66" TwoSidedWallColor = "66 66 66" FloorDiffWallColor = "66 66 66" CeilingDiffWallColor = "66 66 66" ExtraFloorWallColor = "66 66 66" ThingColor = "88 88 88" //Decorations ThingColor_Item = "20 9C FC" //Weapons and Ammo ThingColor_CountItem = "FC F4 20" //Treasure (usually) ThingColor_Monster = "FC 00 00" ThingColor_Friend = "00 FC 00" SpecialWallColor = "00 77 77" SecretWallColor = "00 AA AA" GridColor = "00 88 88" NotSeenColor = "00 50 50" AlmostBackgroundColor = "00 50 50" }