gameinfo
{
	AddEventHandlers = "ZC_TMapHack", "Script_DamageMult"
	ForceDamageEventScripts = true
	DimColor = "Black"
	DimAmount = 0.5
}

///////DIFFICULTIES


clearskills

skill baby
{
   EasyBossBrain
   EasyKey
   AutoUseHealth
   AmmoFactor = 1
   DamageFactor = 0.25
   SpawnFilter = Baby
   name = "$TAGBD_BABY"
   TextColor = "Green"
   ReplaceActor = "ClipBox", "EasyAmmoBox"
   ReplaceActor = "Clip", "EasyClip2"
   ReplaceActor = "Shellbox", "AmmoShellBoxEZ" 
   ReplaceActor = "RocketBox", "AmmoRocketBoxEZ" 
   mustconfirm = "$BD_DIFFICULTY_BABY"
}

skill easy
{
   EasyBossBrain
   EasyKey
   AutoUseHealth
   AmmoFactor = 1
   DamageFactor = 1.0
   SpawnFilter = easy
   name = "$TAGBD_EASY"
   TextColor = "DarkGreen"
   ReplaceActor = "ClipBox", "EasyAmmoBox"
   ReplaceActor = "Clip", "EasyClip2"
   ReplaceActor = "Shellbox", "AmmoShellBoxEZ" 
   ReplaceActor = "RocketBox", "AmmoRocketBoxEZ" 
   mustconfirm = "$BD_DIFFICULTY_EASY"
}

skill normal
{
   AmmoFactor = 1
   DamageFactor = 1.0
   SpawnFilter = normal
   name = "$TAGBD_NORMAL"
   TextColor = "orange"
   ReplaceActor = "ClipBox", "EasyAmmoBox"
   ReplaceActor = "Clip", "EasyClip2"
   ReplaceActor = "Shellbox", "AmmoShellBoxEZ" 
   ReplaceActor = "RocketBox", "AmmoRocketBoxEZ" 
   defaultskill
   mustconfirm = "$BD_DIFFICULTY_NORMAL"
}


skill Hard
{
   AmmoFactor = 1
   DamageFactor = 1.0
   SpawnFilter = Hard
   name = "$TAGBD_HARD"
   TextColor = "Red"
   mustconfirm = "$BD_DIFFICULTY_HARD"
}

skill Nightmare
{
   AmmoFactor = 1
   FastMonsters
   DisableCheats
   RespawnTime = 20
   SpawnFilter = Nightmare
   name = "$TAGBD_NIGHTMARE"
   //PicName = "M_NMARE"
   TextColor = "DarkRed"
   mustconfirm = "$BD_DIFFICULTY_NIGHTMARE"
}

//6
skill BlackMetal
{
   AmmoFactor = 1
   DamageFactor = 1.5
   MonsterHealth = 0.80
   FastMonsters
   SpawnFilter = Nightmare
   name = "$TAGBD_BLACKMETAL"
   TextColor = "Black"
   mustconfirm = "$BD_DIFFICULTY_BLACKMETAL"
}


skill Realism3
{
   //DamageFactor = 7.0 //Handled via ACS/ZScript to negate unreasonable floor/crusher damage
   MonsterHealth = 0.5
   FriendlyHealth = 0.5
   ACSReturn = 32
   //FastMonsters
   //DisableCheats
   SpawnFilter = hard
   name = "$TAGBD_REALISM3"
   ReplaceActor = "ClipBox", "RealismAmmoBox"
   ReplaceActor = "RocketBox", "RocketAmmo"
   ReplaceActor = "Shellbox", "Shell"
   ReplaceActor = "Cellpack", "Cell"
   ReplaceActor = "SuperKickAttack", "SuperKickAttackRealism"
   ReplaceActor = "Kickattack", "KickattackRealism"
   ReplaceActor = "AirKickattack", "AirKickattackRealism"
   ReplaceActor = "MeleeStrikeNormal", "MeleeStrikeNormalRealism"
   ReplaceActor = "RocketBackblast", "RocketBackblastRealism"
   ReplaceActor = "MeleeStrike2", "MeleeStrike2Realism"
   ReplaceActor = "Tank", "TankRealism"
    ReplaceActor = "ArtilleryTank", "ArtilleryTankRealism"
   ReplaceActor = "AttackHelicopter", "AttackHelicopterRealism"
   ReplaceActor = "Mech", "MechRealism"
   TextColor = "DarkGray"
   mustconfirm = "$BD_DIFFICULTY_REALISM3"
}


skill Realism5
{
   //DamageFactor = 7.0 //Handled via ACS/ZScript to negate unreasonable floor/crusher damage
   MonsterHealth = 0.5
   FriendlyHealth = 0.5
   ACSReturn = 32
   SpawnFilter = Nightmare
   FastMonsters
   RespawnTime = 30
   name = "$TAGBD_REALISM5"
   ReplaceActor = "ClipBox", "RealismAmmoBox"
   ReplaceActor = "RocketBox", "RocketAmmo"
   ReplaceActor = "Shellbox", "Shell"
   ReplaceActor = "Cellpack", "Cell"
   ReplaceActor = "SuperKickAttack", "SuperKickAttackRealism"
   ReplaceActor = "Kickattack", "KickattackRealism"
   ReplaceActor = "AirKickattack", "AirKickattackRealism"
   ReplaceActor = "MeleeStrikeNormal", "MeleeStrikeNormalRealism"
   ReplaceActor = "RocketBackblast", "RocketBackblastRealism"
   ReplaceActor = "MeleeStrike2", "MeleeStrike2Realism"
   ReplaceActor = "Tank", "TankRealism"
   ReplaceActor = "ArtilleryTank", "ArtilleryTankRealism"
   ReplaceActor = "AttackHelicopter", "AttackHelicopterRealism"
   ReplaceActor = "Mech", "MechRealism"
   TextColor = "Gray"
   mustconfirm = "$BD_DIFFICULTY_REALISM5"
}

//////////  maps and gamemodes


episode EDAY01
{
optional
name = "Extermination Day"
}

episode BDM01
{
name = "$TAGBD_DEATHMATCH"
}

episode DF01
{
optional
name = "$TAGBD_HORDE"
}

map TEST_UAC Lookup  "TEST_UAC"
{
next = "MAP01"
secretnext = "MAP01"
sky1 = "SKYPH2"//, 0.1
cluster = 1
music = D_SHAWN
AllowRespawn
}

map TEST_OLD Lookup "TEST_OLD"
{
next = "MAP01"
secretnext = "MAP01"
sky1 = "SKYEAR1", 0.1
cluster = 1
music = D_IN_CIT
AllowRespawn
}

map TEST Lookup  "TEST"
{
next = "TEST"
secretnext = "TEST"
sky1 = "SKYEAR1", 0.1
cluster = 1
music = D_IN_CIT
NoIntermission
ResetInventory
}

///////////////////////////// EXTRA MAPS


map TEST_01 Lookup "TEST_01" 
{
next = "TEST_01"
next = "TEST_01"
sky1 = "SKYEAR1", 0.1
NoIntermission
ResetInventory
music = "EPIC"
cluster = 1
}

map BIKERACE Lookup "BIKERACE"
{
next = "BIKERACE"
secretnext = "BIKERACE"
sky1 = "SKYEAR1"
NoIntermission
ResetInventory
music = D_FUEL
cluster = 1
}


//////////////////////////// HORDE MODE MAPS

map DF01 Lookup "DF01"
{
next = "DF02"
sky1 = "SKYCIT1"
music = "D_SADIST"
noinfighting
cluster = 1
}

map DF02 Lookup "DF02"
{
next = "DF03"
sky1 = "SKYCIT1"
music = "D_BODIES"
noinfighting
cluster = 1
}

map DF03 Lookup "DF03"
{
next = "DF04"
sky1 = "SKYCIT1"
music = "D_GATEHS"
noinfighting
cluster = 1
}

map DF04 Lookup "DF04"
{
next = "DF05"
sky1 = "SKYEAR1"
music = "D_EPIC"
noinfighting
cluster = 1
}

map DF05 Lookup "DF05"
{
next = "DF01"
sky1 = "SKYDEI"
music = "D_DMAD"
noinfighting
cluster = 1
}

//////////////////////////// DEATHMATCH MODE MAPS

map BDM01 Lookup "BDM01"
{
next = "BDM02"
secretnext = "BDM02"
sky1 = "SKYEAR1", 0.1
music = D_HITLIG
cluster = 1
}

map BDM02 Lookup "BDM02"
{
next = "BDM03"
secretnext = "BDM03"
sky1 = "SKYEAR1", 0.1
music = D_BODIES
cluster = 1
}

map BDM03 Lookup "BDM03"
{
next = "BDM04"
secretnext = "BDM04"
sky1 = "SKYCIT1"
music = D_SADIST
cluster = 1
}


map BDM04 Lookup "BDM04"
{
next = "BDM05"
secretnext = "BDM05"
sky1 = "SKYPHO"
music = D_E1M1
cluster = 1
}


map BDM05 Lookup "BDM05"
{
next = "BDM06"
secretnext = "BDM06"
sky1 = "SKYEAR1", 0.1
music = D_MSL2M1
cluster = 1
}


map BDM06 Lookup "BDM06"
{
next = "BDM07"
secretnext = "BDM07"
sky1 = "SKYEAR1", 0.1
music = D_MSL2M1
cluster = 1
}

map BDM07 Lookup "BDM07"
{
next = "BDM09"
secretnext = "BDM09"
sky1 = "SKYEAR1", 0.1
music = D_PYRAMI
cluster = 1
}


map BDM08 Lookup "BDM08"
{
next = "BDM09"
secretnext = "BDM09"
sky1 = "SKYEAR1"
music = D_SADIST
cluster = 1
}

map BDM09 Lookup "BDM09"
{
next = "BDM10"
secretnext = "BDM10"
sky1 = "SKYDEI"
music = D_DMAD
cluster = 1
}

map BDM10 Lookup "BDM10"
{
next = "BDM01"
secretnext = "BDM01"
sky1 = "SKYDEI"
music = D_BODIES
cluster = 1
}

/*map BDM13 Lookup "BDM13" //Unused yet
{
next = "BDM14"
secretnext = "BDM14"
sky1 = "SKYEAR1"
music = D_FUEL
cluster = 1
}*/



//////////////////////////// PSXDOOM MAPS


map PSXMAP16 Lookup "PSXMAP16"
{
	next = "PSMAP17"
	secretnext = "PSMAP57"
	//sky1 = "SKYCIT1"
	sky1 = "SKYHELF"
	cluster = 1
	//par = 60
	music = d_dead	
}

map PSXMAP17 Lookup "PSXMAP17"
{
	next = "MAP21"
	secretnext = "MAP21"
	//sky1 = "SKYCIT1"
	sky1 = "SKYHELF"
	cluster = 1
	//par = 60
	music = d_doom
}

map PSXMAP29 Lookup "PSXMAP29"
{
	next = "MAP14"
	secretnext = "PSMAP57"
	//sky1 = "SKYCIT1"
	sky1 = "SKYEAR3"
	cluster = 1
	//par = 60
	music = d_in_cit	
}

map PSXMAP57 Lookup "PSXMAP57"
{
	next = "MAP15"
	secretnext = "MAP15"
	//sky1 = "SKYCIT1"
	sky1 = "SKYEAR3"
	cluster = 1
	//par = 60
	music = d_shawn	
}

map PSXMAP58 Lookup "PSXMAP58"
{
	next = "MAP17"
	secretnext = "PSMAP59"
	//sky1 = "SKYCIT1"
	sky1 = "SKYEAR3"
	cluster = 1
	//par = 60
	music = D_ROMERO
}

map PSXMAP59 Lookup "PSXMAP59"
{
	next = "MAP17"
	sky1 = "SKYCITH"
	cluster = 1
	par = 60
	music = D_STALKS
}

map MAP13B lookup "HUSTR_13"
{
	titlepatch = "CWILV12"
	next = "MAP14"
	secretnext = "MAP31"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 210
	music = "$MUSIC_DOOM"
}

map MAP15B lookup "HUSTR_15"
{
	titlepatch = "CWILV14"
	next = "MAP16B"
	secretnext = "MAP31"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 210
	music = "$MUSIC_RUNNI2"
}

map MAP16B lookup "HUSTR_16"
{
	titlepatch = "CWILV15"
	next = "MAP17B"
	secretnext = "MAP17"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 150
	music = "$MUSIC_DEAD2"
}

map MAP17B lookup "HUSTR_17"
{
	titlepatch = "CWILV16"
	next = "MAP18B"
	secretnext = "MAP18"
	sky1 = "SKYCIT1"
	cluster = 7
	par = 420
	music = "$MUSIC_STLKS3"
}

map TITLEMAP "Titlemap"
{
}


// Cast Sequences
Intermission Doom2Cast
{
	Cast
	{
		CastClass = "RifleZombieCast"
		CastName = "Rifle Zombie"
		AttackSound = "Missile", 1, "Rifle/Fire"
	}
	Cast
	{
		CastClass = "PistolZombieCast"
		CastName = "Pistol Zombie"
		AttackSound = "Missile", 1, "Pistol/Fire"
	}	
	Cast
	{
		CastClass = "ShotgunGuy1Cast"
		CastName = "Shotgun Zombie"
		AttackSound = "Missile", 1, "Shotgun/Fire"
		AttackSound = "MissilePump", 2, "Shotgun/Pump"
	}
	Cast
	{
		CastClass = "SMGGuyCast"
		CastName = "SMG Zombie"
		AttackSound = "Missile", 1, "SMG/Fire"
	}	
	Cast
	{
		CastClass = "ChaingunGuy1Cast"
		CastName = "Minigun Zombie"
		AttackSound = "Missile", 1, "MP40"
		AttackSound = "Missile", 2, "MP40"
		AttackSound = "Missile", 3, "MP40"
	}
	Cast
	{
		CastClass = "LabGuyCast"
		CastName = "Civilian Zombie"
		AttackSound = "Missile", 1, "skeleton/swing"
	}	
	Cast
	{
		CastClass = "ImpCast"
		CastName = "$CC_IMP"
		AttackSound = "Melee", 2, "imp/melee"		
		AttackSound = "Missile", 2, "imp/attack"
	}
	Cast
	{
		CastClass = "BullDemonCast"
		CastName = "$CC_DEMON"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "TehLostSoulCast"
		CastName = "$CC_LOST"
		AttackSound = "Missile", 1, "skull/melee"
	}
	Cast
	{
		CastClass = "Cacodemon_Cast"
		CastName = "$CC_CACO"
		AttackSound = "Melee", 1, "imp/attack"				
		AttackSound = "Missile", 1, "caco/attack"
	}
	Cast
	{
		CastClass = "HellKnight2Cast"
		CastName = "$CC_HELL"
		AttackSound = "Melee", 1, "Melee/SwingStrong"	
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "BaronOfHell2Cast"
		CastName = "$CC_BARON"
		AttackSound = "Melee", 1, "Melee/SwingStrong"			
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "Belphegor2Cast"
		CastName = "Belphegor"
		AttackSound = "Melee", 1, "Melee/SwingStrong"			
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "Arachnotron1Cast"
		CastName = "$CC_ARACH"
		AttackSound = "Missile", 1, "baby/attack"
	}
	Cast
	{
		CastClass = "Arachnotron2Cast"
		CastName = "Ancient Arachnotron"
		AttackSound = "Missile", 1, "PAILGF2"
	}	
	Cast
	{
		CastClass = "PainElemental1Cast"
		CastName = "$CC_PAIN"
		AttackSound = "Missile", 2, "skull/melee"
	}
	Cast
	{
		CastClass = "Revenant1Cast"
		CastName = "$CC_REVEN"
		AttackSound = "Missile", 1, "skeleton/attack"
		AttackSound = "Melee", 1, "skeleton/swing"
		AttackSound = "Melee", 3, "skeleton/melee"
	}
	Cast
	{
		CastClass = "BDMummyCast"
		CastName = "Mummy (Epic 2)"
		AttackSound = "Melee", 1, "skeleton/swing"
		AttackSound = "Melee", 3, "skeleton/melee"
	}	
	Cast
	{
		CastClass = "ExperimentCast"
		CastName = "Experiment"
		AttackSound = "Melee", 1, "skeleton/swing"
		AttackSound = "Melee", 3, "skeleton/melee"
	}		
	Cast
	{
		CastClass = "MancubusCast"
		CastName = "$CC_MANCU"
		AttackSound = "Missile", 1, "fatso/attack"
		AttackSound = "Missile", 4, "fatso/attack"
		AttackSound = "Missile", 7, "fatso/attack"
	}
	Cast
	{
		CastClass = "VolcabusCast"
		CastName = "Volcabus"
		AttackSound = "Missile", 1, "Volcabus/attack"
		AttackSound = "Missile", 4, "Volcabus/attack"
		AttackSound = "Missile", 7, "Volcabus/attack"
		AttackSound = "Melee", 1, "Volcabus/attack"
	}	
	Cast
	{
		CastClass = "TehArchvileCast"
		CastName = "$CC_ARCH"
		AttackSound = "Missile", 1, "vile/start"
	}
	Cast
	{
		CastClass = "TheSpiderMastermindCast"
		CastName = "$CC_SPIDER"
		AttackSound = "Missile", 1, "spider/attack"
		AttackSound = "Missile", 2, "spider/attack"			
	}
	Cast
	{
		CastClass = "TheCyberdemonCast"
		CastName = "$CC_CYBER"
		AttackSound = "Missile", 1, "weapons/rocklf"
		AttackSound = "Missile", 3, "weapons/rocklf"
		AttackSound = "Missile", 5, "weapons/rocklf"
		AttackSound = "Melee", 1, "CLAP"
	}
	Cast
	{
		CastClass = "MotherdemonCast"
		CastName = "Motherdemon"
		AttackSound = "Missile", 1, "mother/attack"
	}	
	Cast
	{
		CastClass = "JuggernautCast"
		CastName = "Juggernaut"
		AttackSound = "Missile", 1, "weapons/rocklf"
	}		
	Cast
	{
		CastClass = "DoomPlayer"
		CastName = "$CC_HERO"
		AttackSound = "Missile", 0, "weapons/sshotf"
	}
	Link = Doom2Cast	// restart cast call
}