// MAPINFO for Chex Quest

gameinfo
{
	titlepage = "TITLEPIC"
	creditpage = "CREDIT", "HELP1"
	titlemusic = "$MUSIC_INTRO"
	titletime = 5
	advisorytime = 0
	pagetime = 5
	chatsound = "misc/chat2"
	finalemusic = "$MUSIC_VICTOR"
	finaleflat = "FLOOR4_8"
	finalepage = "CREDIT", "VICTORY2", "ENDPIC"
	infopage = "HELP1", "CREDIT"
	quitsound = "menu/quit1"
	borderflat = "FLOOR7_2"
	border = DoomBorder
	telefogheight = 0
	defkickback = 100
	skyflatname = "F_SKY1"
	translator = "xlat/doom.txt"
	defaultbloodcolor = "3f 7d 39"
	defaultbloodparticlecolor = "5f af 57"
	backpacktype = "ZorchPack"
	armoricons = "ARM1A0", 0.5, "ARM2A0"
	statusbar = "sbarinfo/doom.txt"
	intermissionmusic = "$MUSIC_INTER"
	intermissioncounter = true
	weaponslot = 1, "Bootspoon", "SuperBootspork"
	weaponslot = 2, "MiniZorcher"
	weaponslot = 3, "LargeZorcher", "SuperLargeZorcher"
	weaponslot = 4, "RapidZorcher"
	weaponslot = 5, "ZorchPropulsor"
	weaponslot = 6, "PhasingZorcher"
	weaponslot = 7, "LAZDevice"
	dimcolor = "ff d7 00"
	dimamount = 0.2
	definventorymaxamount = 25
	defaultrespawntime = 12
	defaultdropstyle = 1
	endoom = "ENDOOM"
	player5start = 4001
}

skill baby
{
	AutoUseHealth
	AmmoFactor = 2
	DamageFactor = 0.5
	EasyBossBrain
	SpawnFilter = Baby
	PicName = "M_JKILL"
	Name = "$CSKILL_BABY"
	Key = "i"
}

skill easy
{
	EasyBossBrain
	SpawnFilter = Easy
	PicName = "M_ROUGH"
	Name = "$CSKILL_EASY"
	Key = "h"
}

skill normal
{
	SpawnFilter = Normal
	PicName = "M_HURT"
	Name = "$CSKILL_NORMAL"
	Key = "h"
}

skill hard
{
	SpawnFilter = Hard
	PicName = "M_ULTRA"
	Name = "$CSKILL_HARD"
	Key = "u"
}

skill nightmare
{
	AmmoFactor = 2
	FastMonsters
	DisableCheats
	RespawnTime = 12
	SpawnFilter = Nightmare
	PicName = "M_NMARE"
	MustConfirm = "$CNIGHTMARE"
	Name = "$CSKILL_NIGHTMARE"
	Key = "n"

}

clearepisodes
episode e1m1
{
	picname = "M_EPI1"
	key = "k"
}

defaultmap
{
	sucktime = 1
}

map E1M1 lookup "CHUSTR_E1M1"
{
	levelnum = 1
	titlepatch = "WILV00"
	next = "E1M2"
	secretnext = "E1M9"
	sky1 = "SKY1"
	cluster = 1
	par = 30
	music = "$MUSIC_E1M1"
}

map E1M2 lookup "CHUSTR_E1M2"
{
	levelnum = 2
	titlepatch = "WILV01"
	next = "E1M3"
	secretnext = "E1M9"
	sky1 = "SKY1"
	cluster = 1
	par = 75
	music = "$MUSIC_E1M2"
}

map E1M3 lookup "CHUSTR_E1M3"
{
	levelnum = 3
	titlepatch = "WILV02"
	next = "E1M4"
	secretnext = "E1M9"
	sky1 = "SKY1"
	cluster = 1
	par = 120
	music = "$MUSIC_E1M3"
}

map E1M4 lookup "CHUSTR_E1M4"
{
	levelnum = 4
	titlepatch = "WILV03"
	next = "E1M5"
	secretnext = "E1M9"
	sky1 = "SKY1"
	cluster = 1
	par = 90
	music = "$MUSIC_E1M4"
}

map E1M5 lookup "CHUSTR_E1M5"
{
	levelnum = 5
	titlepatch = "WILV04"
	next = "EndGame1"
	secretnext = "E1M9"
	sky1 = "SKY1"
	cluster = 1
	par = 165
	music = "$MUSIC_E1M5"
}

// Clusters (correspond with same-numbered episode)

cluster 1
{
	flat = "FLOOR4_8"
	music = "$MUSIC_VICTOR"
	exittext = lookup, "CE1TEXT"
}

cluster 2
{
	flat = "SFLR6_1"
	music = "$MUSIC_VICTOR"
	exittext = lookup, "CE2TEXT"
}

cluster 3
{
	flat = "MFLR8_4"
	music = "$MUSIC_VICTOR"
	exittext = lookup, "CE3TEXT"
}

cluster 4
{
	flat = "MFLR8_3"
	music = "$MUSIC_VICTOR"
	exittext = lookup, "CE4TEXT"
}

