/* --- Co-op EPISODE SETUP -------------------------------------------------------- */

GameDefaults
{
	lightmode = 4
}

clearepisodes

episode MAP00 // Change to MAP01 if testing, change back to MAP00 for release!
{
	name = "DOOM 64"
	picname = "E_DOOM64"
	key = "d"
}

episode FUN00
{
	name = "Bonus Fun Maps"
	picname = "E_BONUS"
	key = "b"
}

/*
episode RTR01
{
	name = "Retribution"
	picname = "E_RTR"
	key = "r"
}
*/

episode ABS01
{
	name = "Absolution Levels"
	picname = "E_ABS"
	key = "a"
}

episode OUT01
{
	name = "Outcast Levels"
	picname = "E_OUT"
	key = "o"
}

episode RDM01
{
	name = "Redemption Denied"
	picname = "E_RDM"
	key = "r"
}

/*
episode REC01
{
	name = "The Reckoning"
	picname = "E_REC"
	key = "r"
}
*/

/* --- GAME SETUP ----------------------------------------------------------- */

gameinfo
{
	titlepage = "TITLEPIC"
	titlemusic = "$MUS_MENU"
	creditpage = "INTERPIC"
	infopage = "HELP", "CREDIT"
	cursorpic = "CURSOR"
	drawreadthis = true
	swapmenu = true
	borderflat = "BLACKPAT"
	playerclasses = "64DoomPlayer"
	dimcolor = "00 00 00"
	dimamount = 0.5
	menubackbutton = "M_BCKBTN"
	pausesign = "M_PAUSE"
	quitmessages = "Quit DOOM 64?"
	maparrow = "ARROW", "DDTARROW"
	
}

gamedefaults
{
	/* --- GAME SETTINGS ------------------------------- */
	sucktime = 1
	//gravity = 360 // DEFAULT IS 800, NOW SET ON PLAYER CLASS
	aircontrol = 0 // DEFAULT IS 0.00390625
	allowjump
	nocrouch
	clipmidtextures
	//checkswitchrange // This is set on a per switch basis
	evenlighting
	//smoothlighting
	useplayerstartz
	nosoundclipping
	strictmonsteractivation
	intermusic = "$MUS_INTER"

	/* --- GLOBAL COMPAT SETTINGS ---------------------- */
	compat_limitpain = 0		// Limit spawned Lost Souls to 17 at one time
	//compat_soundtarget = 1	// Use original sound target handling, per map
	compat_notossdrops = 1		// Disable drop item tossing like Doom 64

	/* --- GL OPTIONS ---------------------------------- */
	//fogdensity = 255		// DEFAULT IS 255, SET ON A PER MAP BASIS
	lightmode = 4			// Forces default lighting mode to Dark for each map
	//pixelratio = 1.0		// Makes the game view render as square pixels
}

skill "doomslayer"
{
	name = "Doomslayer"
	picname = "M_DSLAYR"
	spawnfilter = 5 // nightmare spawns
	spawnfilter = 6 // doomslayer only items
	ammofactor = 3.0
	damagefactor = 1.2
	monsterhealth = 0.8
	aggressiveness = 1.0
	acsreturn = 6
	key = "d"
	disablecheats
	nopain
//	noinfighting
	mustconfirm = "$SKILL_DSLAYR"

	replaceactor = "ZombieMan", "ShotgunGuy"
	replaceactor = "DoomImp", "64NightmareImp"
	replaceactor = "Spectre", "HellKnight"
	replaceactor = "HellKnight", "BaronOfHell"
	replaceactor = "Demon", "Spectre"

	replaceactor = "ShellBox", "Shell"
	replaceactor = "ClipBox", "Clip"
	replaceactor = "RocketBox", "RocketAmmo"
	replaceactor = "CellPack", "Cell"

	replaceactor = "Medikit", "Stimpack"
	replaceactor = "BlurSphere", "Medikit"
	replaceactor = "InvulnerabilitySphere", "Soulsphere"
	replaceactor = "64InvulnerabilitySphereGiver", "Soulsphere"
}

map TITLEMAP lookup "D64HUSTR_T" // Main Menu
{
	noinfighting
	compat_crossdropoff = 0
	// NOTE: This MUST be 0 or else the moving HateTarget will get stuck!
}

/* --- MAIN GAME LEVELS ----------------------------------------------------- */

map MAP00 lookup "D64HUSTR_0" // The Story so Far
{
	levelnum = 0
	next = "MAP01"
	secretnext = "MAP01"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "D_SILENT" // Changes automatically to $MUS_INTRO if unskipped!
	nointermission
	noautosavehint
}

map MAP01 lookup "D64HUSTR_1" // Staging Area
{
	levelnum = 1
	titlepatch = "CWILV00"
	next = "MAP02"
	secretnext = "INTER01"
	sky1 = "ISUCK"
	cluster = 1
	par = 45
	music = "$MUS_MAP01"
}

map MAP02 lookup "D64HUSTR_2" // The Terraformer
{
	levelnum = 2
	titlepatch = "CWILV01"
	next = "MAP03"
	secretnext = "MAP03"
	sky1 = "ISUCK"
	cluster = 1
	par = 180
	music = "$MUS_MAP02"
}

map MAP03 lookup "D64HUSTR_3" // Main Engineering
{
	levelnum = 3
	titlepatch = "CWILV02"
	next = "MAP04"
	secretnext = "MAP04"
	sky1 = "ISUCK"
	cluster = 1
	par = 115
	music = "$MUS_MAP03"
}

map MAP04 lookup "D64HUSTR_4" // Holding Area
{
	levelnum = 4
	titlepatch = "CWILV03"
	next = "MAP05"
	secretnext = "INTER02"
	sky1 = "ISUCK"
	cluster = 1
	par = 85
	music = "$MUS_MAP04"
}

map MAP05 lookup "D64HUSTR_5" // Tech Center
{
	levelnum = 5
	titlepatch = "CWILV04"
	next = "MAP06"
	secretnext = "MAP06"
	sky1 = "ISUCK"
	cluster = 1
	par = 170
	music = "$MUS_MAP05"
}

map MAP06 lookup "D64HUSTR_6" // Alpha Quadrant
{
	levelnum = 6
	titlepatch = "CWILV05"
	next = "MAP07"
	secretnext = "MAP07"
	sky1 = "ISUCK"
	cluster = 1
	par = 170
	music = "$MUS_MAP06"
}

map MAP07 lookup "D64HUSTR_7" // Research Lab
{
	levelnum = 7
	titlepatch = "CWILV06"
	next = "MAP08"
	secretnext = "MAP08"
	sky1 = "ISUCK"
	cluster = 1
	par = 180
	music = "$MUS_MAP07"
}

map MAP08 lookup "D64HUSTR_8" // Final Outpost
{
	levelnum = 8
	titlepatch = "CWILV07"
	next = "INTER03"
	secretnext = "INTER03"
	sky1 = "ISUCK"
	cluster = 1
	par = 155
	music = "$MUS_MAP08"
}

map MAP09 lookup "D64HUSTR_9" // Even Simpler
{
	levelnum = 9
	titlepatch = "CWILV08"
	next = "MAP10"
	secretnext = "MAP10"
	sky1 = "ISUCK"
	cluster = 1
	par = 90
	music = "$MUS_MAP09"
	compat_soundtarget = 1
}

map MAP10 lookup "D64HUSTR_10" // The Bleeding
{
	levelnum = 10
	titlepatch = "CWILV09"
	next = "MAP11"
	secretnext = "MAP11"
	sky1 = "ISUCK"
	cluster = 1
	par = 120
	music = "$MUS_MAP10"
}

map MAP11 lookup "D64HUSTR_11" // Terror Core
{
	levelnum = 11
	titlepatch = "CWILV10"
	next = "MAP12"
	secretnext = "MAP12"
	sky1 = "ISUCK"
	cluster = 1
	par = 175
	music = "$MUS_MAP11"
	lightning
}

map MAP12 lookup "D64HUSTR_12" // Altar of Pain
{
	levelnum = 12
	titlepatch = "CWILV11"
	next = "MAP13"
	secretnext = "INTER04"
	sky1 = "ISUCK"
	cluster = 1
	par = 155
	music = "$MUS_MAP12"
	lightning
}

map MAP13 lookup "D64HUSTR_13" // Dark Citadel
{
	levelnum = 13
	titlepatch = "CWILV12"
	next = "MAP14"
	secretnext = "MAP14"
	sky1 = "ISUCK"
	cluster = 1
	par = 170
	music = "$MUS_MAP13"
}

map MAP14 lookup "D64HUSTR_14" // Eye of the Storm
{
	levelnum = 14
	titlepatch = "CWILV13"
	next = "MAP15"
	secretnext = "MAP15"
	sky1 = "ISUCK"
	cluster = 1
	par = 120
	music = "$MUS_MAP14"
	lightning
}

map MAP15 lookup "D64HUSTR_15" // Dark Entries
{
	levelnum = 15
	titlepatch = "CWILV14"
	next = "MAP16"
	secretnext = "MAP16"
	sky1 = "ISUCK"
	cluster = 1
	par = 135
	music = "$MUS_MAP15"
}

map MAP16 lookup "D64HUSTR_16" // Blood Keep
{
	levelnum = 16
	titlepatch = "CWILV15"
	next = "MAP17"
	secretnext = "MAP17"
	sky1 = "ISUCK"
	cluster = 1
	par = 190
	music = "$MUS_MAP16"
}

map MAP17 lookup "D64HUSTR_17" // Watch Your Step
{
	levelnum = 17
	titlepatch = "CWILV16"
	next = "MAP18"
	secretnext = "MAP18"
	sky1 = "ISUCK"
	cluster = 1
	par = 140
	music = "$MUS_MAP17"
	fade = "3C 14 0A" // old value = 80 1E 00
	//fogdensity = 200
}

map MAP18 lookup "D64HUSTR_18" // Spawned Fear
{
	levelnum = 18
	titlepatch = "CWILV17"
	next = "MAP19"
	secretnext = "INTER05"
	sky1 = "ISUCK"
	cluster = 1
	par = 315
	music = "$MUS_MAP18"
}

map MAP19 lookup "D64HUSTR_19" // The Spiral
{
	levelnum = 19
	titlepatch = "CWILV18"
	next = "MAP20"
	secretnext = "MAP20"
	sky1 = "ISUCK"
	cluster = 1
	par = 60
	music = "$MUS_MAP19"
}

map MAP20 lookup "D64HUSTR_20" // Breakdown
{
	levelnum = 20
	titlepatch = "CWILV19"
	next = "MAP21"
	secretnext = "MAP21"
	sky1 = "ISUCK"
	cluster = 1
	par = 160
	music = "$MUS_MAP20"
}

map MAP21 lookup "D64HUSTR_21" // Pitfalls
{
	levelnum = 21
	titlepatch = "CWILV20"
	next = "MAP22"
	secretnext = "MAP22"
	sky1 = "ISUCK"
	cluster = 1
	par = 175
	music = "$MUS_MAP21"
}

map MAP22 lookup "D64HUSTR_22" // Burnt Offerings
{
	levelnum = 22
	titlepatch = "CWILV21"
	next = "MAP23"
	secretnext = "MAP23"
	sky1 = "ISUCK"
	cluster = 1
	par = 165
	music = "$MUS_MAP22"
}

map MAP23 lookup "D64HUSTR_23" // Unholy Temple
{
	levelnum = 23
	titlepatch = "CWILV22"
	next = "MAP24"
	secretnext = "MAP24"
	sky1 = "ISUCK"
	cluster = 1
	par = 305
	music = "$MUS_MAP23"
}

map MAP24 lookup "D64HUSTR_24" // No Escape
{
	levelnum = 24
	titlepatch = "CWILV23"
	next = "MAP28"
	secretnext = "MAP28"
	sky1 = "ISUCK"
	cluster = 1
	par = 90
	music = "$MUS_MAP24"
}

map MAP28 lookup "D64HUSTR_28" // The Absolution
{
	levelnum = 28
	titlepatch = "CWILV27"
	next = "INTER06"
	secretnext = "INTER06"
	sky1 = "ISUCK"
	cluster = 1
	par = 140
	music = "$MUS_MAP28"
	noinfighting
}

/* --- SECRET LEVELS (MAP29 - MAP32) ---------------------------------------- */

map MAP29 lookup "D64HUSTR_29" // Outpost Omega
{
	levelnum = 29
	titlepatch = "CWILV28"
	next = "MAP05"
	secretnext = "MAP05"
	sky1 = "ISUCK"
	cluster = 1
	par = 135
	music = "$MUS_MAP29"
}

map MAP30 lookup "D64HUSTR_30" // The Lair
{
	levelnum = 30
	titlepatch = "CWILV29"
	next = "MAP13"
	secretnext = "MAP13"
	sky1 = "ISUCK"
	cluster = 1
	par = 105
	music = "$MUS_MAP30"
	lightning
}

map MAP31 lookup "D64HUSTR_31" // In the Void
{
	levelnum = 31
	titlepatch = "CWILV30"
	next = "MAP19"
	secretnext = "MAP19"
	sky1 = "ISUCK"
	cluster = 1
	par = 125
	music = "$MUS_MAP31"
	fade = "00 56 56"
	//fogdensity = 200
}

map MAP32 lookup "D64HUSTR_32" // Hectic
{
	levelnum = 32
	titlepatch = "CWILV31"
	next = "MAP02"
	secretnext = "MAP02"
	sky1 = "ISUCK"
	cluster = 1
	par = 60
	music = "$MUS_MAP32"
}

/* --- BONUS FUN LEVELS ----------------------------------------------------- */

map FUN00 lookup "D64HUSTR_B" // Bonus Fun Map Hub
{
	levelnum = 0
	titlepatch = "CWILVFUN"
	next = "EndTitle"
	secretnext = "EndTitle"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_FUN00"
	nointermission
	noautosavehint
	resethealth
	resetinventory
}

map MAP25 lookup "D64HUSTR_25" // Cat and Mouse
{
	levelnum = 25
	titlepatch = "CWILV24"
	next = "FUN00"
	secretnext = "FUN00"
	sky1 = "ISUCK"
	cluster = 1
	par = 75
	music = "$MUS_MAP25"
	fade = "00 56 56"
	//fogdensity = 200
}

map MAP26 lookup "D64HUSTR_26" // Hardcore
{
	levelnum = 26
	titlepatch = "CWILV25"
	next = "FUN00"
	secretnext = "FUN00"
	sky1 = "ISUCK"
	cluster = 1
	par = 135
	music = "$MUS_MAP26"
	fade = "00 56 56"
	//fogdensity = 200
	compat_soundtarget = 1
}

map MAP27 lookup "D64HUSTR_27" // Playground
{
	levelnum = 27
	titlepatch = "CWILV26"
	next = "FUN00"
	secretnext = "FUN00"
	sky1 = "ISUCK"
	cluster = 1
	par = 95
	music = "$MUS_MAP27"
	fade = "80 1E 00"
	//fogdensity = 200
	compat_crossdropoff = 1
	compat_soundtarget = 1
}

map MAP33 lookup "D64HUSTR_33" // Titlemap
{
	levelnum = 33
	titlepatch = "CWILV32"
	next = "FUN00"
	secretnext = "FUN00"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_MAP33"
}

map MAP34 lookup "D64HUSTR_34" // Test Facility
{
	levelnum = 34
	titlepatch = "CWILV33"
	next = "FUN00"
	secretnext = "FUN00"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_MAP34"
}

/* --- ORIGINAL INTERMISSION MAPS ------------------------------------------- */

map INTER01 lookup "INTERHUSTR_1" // Intermission to Hectic
{
	levelnum = 0
	titlepatch = "CWILV31"
	next = "MAP32"
	secretnext = "MAP32"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER02 lookup "INTERHUSTR_2" // Intermission to Outpost Omega
{
	levelnum = 0
	titlepatch = "CWILV28"
	next = "MAP29"
	secretnext = "MAP29"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER03 lookup "INTERHUSTR_3" // Intermission to Even Simpler
{
	levelnum = 0
	titlepatch = "CWILV08"
	next = "MAP09"
	secretnext = "MAP09"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER04 lookup "INTERHUSTR_4" // Intermission to The Lair
{
	levelnum = 0
	titlepatch = "CWILV29"
	next = "MAP30"
	secretnext = "MAP30"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER05 lookup "INTERHUSTR_5" // Intermission to In the Void
{
	levelnum = 0
	titlepatch = "CWILV30"
	next = "MAP31"
	secretnext = "MAP31"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER06 lookup "INTERHUSTR_6" // Finale
{
	levelnum = 0
	titlepatch = "CWILVEND"
	next = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	secretnext = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_END"
	nointermission
	noautosavehint
}

/* --- RETRIBUTION LEVELS --------------------------------------------------- */

map RTR01 lookup "RTRHUSTR_1" // Aftermath
{
	levelnum = 35
	titlepatch = "LVRTR00"
	next = "RTR02"
	secretnext = "RTR02"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR01"
}

map RTR02 lookup "RTRHUSTR_2" // The Depths
{
	levelnum = 36
	titlepatch = "LVRTR01"
	next = "RTR03"
	secretnext = "RTR03"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR02"
}

map RTR03 lookup "RTRHUSTR_3" // Dead Ruined
{
	levelnum = 37
	titlepatch = "LVRTR02"
	next = "RTR04"
	secretnext = "RTR04"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR03"
	fade = "00 56 56"
	//fogdensity = 64
}

map RTR04 lookup "RTRHUSTR_4" // Beyond Hell
{
	levelnum = 38
	titlepatch = "LVRTR03"
	next = "RTR05"
	secretnext = "INTER07"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR04"
	fade = "80 1E 00"
	//fogdensity = 200
}

map RTR05 lookup "RTRHUSTR_5" // The Titan
{
	levelnum = 39
	titlepatch = "LVRTR04"
	next = "RTR06"
	secretnext = "RTR06"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR05"
	lightning
}

map RTR06 lookup "RTRHUSTR_6" // Sentinel
{
	levelnum = 40
	titlepatch = "LVRTR05"
	next = "RTR07"
	secretnext = "RTR07"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR06"
}

map RTR07 lookup "RTRHUSTR_7" // Death Dance
{
	levelnum = 41
	titlepatch = "LVRTR06"
	next = "RTR08"
	secretnext = "RTR08"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR07"
}

map RTR08 lookup "RTRHUSTR_8" // The Relay
{
	levelnum = 42
	titlepatch = "LVRTR07"
	next = "RTR09"
	secretnext = "RTR09"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR08"
}

map RTR09 lookup "RTRHUSTR_9" // Doomslayer
{
	levelnum = 43
	titlepatch = "LVRTR08"
	next = "INTER08"
	secretnext = "INTER08"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR09"
	noinfighting
}

map RTR10 lookup "RTRHUSTR_10" // Seraphim
{
	levelnum = 44
	titlepatch = "LVRTR09"
	next = "RTR05"
	secretnext = "RTR05"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_RTR09"
	lightning
}

/* --- RETRIBUTION INTERMISSION MAPS ---------------------------------------- */

map INTER07 lookup "INTERHUSTR_7" // Intermission to Seraphim
{
	levelnum = 0
	titlepatch = "LVRTR09"
	next = "RTR10"
	secretnext = "RTR10"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER08 lookup "INTERHUSTR_8" // Conclusion
{
	levelnum = 0
	titlepatch = "LVRTREND"
	next = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	secretnext = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_END"
	nointermission
	noautosavehint
}

/* --- ABSOLUTION EXCLUSIVE LEVELS ------------------------------------------ */

map ABS01 lookup "ABSHUSTR_1" // Nukage Facility
{
	levelnum = 45
	titlepatch = "LVABS00"
	next = "ABS02"
	secretnext = "ABS02"
	sky1 = "ISUCK"
	cluster = 1
	par = 330
	music = "$MUS_ABS01"
}

map ABS02 lookup "ABSHUSTR_2" // Crisis
{
	levelnum = 46
	titlepatch = "LVABS01"
	next = "ABS03"
	secretnext = "ABS03"
	sky1 = "ISUCK"
	cluster = 1
	par = 390
	music = "$MUS_ABS02"
}

map ABS03 lookup "ABSHUSTR_3" // Death Labs
{
	levelnum = 47
	titlepatch = "LVABS02"
	next = "ABS04"
	secretnext = "ABS06"
	sky1 = "ISUCK"
	cluster = 1
	par = 240
	music = "$MUS_ABS03"
	compat_soundtarget = 1
}

map ABS04 lookup "ABSHUSTR_4" // Shadows Watching
{
	levelnum = 48
	titlepatch = "LVABS03"
	next = "ABS05"
	secretnext = "ABS05"
	sky1 = "ISUCK"
	cluster = 1
	par = 450
	music = "$MUS_ABS04"
}

map ABS05 lookup "ABSHUSTR_5" // Forbidden Deeper
{
	levelnum = 49
	titlepatch = "LVABS04"
	next = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	secretnext = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	sky1 = "ISUCK"
	cluster = 1
	par = 390
	music = "$MUS_ABS05"
	fade = "64 00 00"
	//fogdensity = 180
}

map ABS06 lookup "ABSHUSTR_6" // Doom 64 Museum
{
	levelnum = 50
	titlepatch = "LVABS05"
	next = "ABS04"
	secretnext = "ABS04"
	sky1 = "ISUCK"
	cluster = 1
	par = 15
	music = "$MUS_ABS06"
}

/* --- OUTCAST LEVELS ------------------------------------------------------- */

map OUT01 lookup "OUTHUSTR_1" // Destroy
{
	levelnum = 51
	titlepatch = "LVOUT00"
	next = "OUT02"
	secretnext = "OUT02"
	sky1 = "ISUCK"
	cluster = 1
	par = 210
	music = "$MUS_OUT01"
}

map OUT02 lookup "OUTHUSTR_2" // Stepwalk
{
	levelnum = 52
	titlepatch = "LVOUT01"
	next = "OUT03"
	secretnext = "INTER09"
	sky1 = "ISUCK"
	cluster = 1
	par = 210
	music = "$MUS_OUT02"
}

map OUT03 lookup "OUTHUSTR_3" // Control (Unfinished Map 2)
{
	levelnum = 53
	titlepatch = "LVOUT02"
	next = "OUT04"
	secretnext = "OUT04"
	sky1 = "ISUCK"
	cluster = 1
	par = 300
	music = "$MUS_OUT03"
}

map OUT04 lookup "OUTHUSTR_4" // Forge (Unfinished Map 3)
{
	levelnum = 54
	titlepatch = "LVOUT03"
	next = "OUT05"
	secretnext = "OUT05"
	sky1 = "ISUCK"
	cluster = 1
	par = 390
	music = "$MUS_OUT04"
}

map OUT05 lookup "OUTHUSTR_5" // Portal
{
	levelnum = 55
	titlepatch = "LVOUT04"
	next = "OUT06"
	secretnext = "OUT06"
	sky1 = "ISUCK"
	cluster = 1
	par = 300
	music = "$MUS_OUT05"
}

map OUT06 lookup "OUTHUSTR_6" // Darkened
{
	levelnum = 56
	titlepatch = "LVOUT05"
	next = "OUT07"
	secretnext = "OUT07"
	sky1 = "ISUCK"
	cluster = 1
	par = 360
	music = "$MUS_OUT06"
}

map OUT07 lookup "OUTHUSTR_7" // Traps
{
	levelnum = 57
	titlepatch = "LVOUT06"
	next = "OUT08"
	secretnext = "OUT08"
	sky1 = "ISUCK"
	cluster = 1
	par = 270
	music = "$MUS_OUT07"
}

map OUT08 lookup "OUTHUSTR_8" // Derelict (Unfinished Map 1)
{
	levelnum = 58
	titlepatch = "LVOUT07"
	next = "OUT09"
	secretnext = "OUT09"
	sky1 = "ISUCK"
	cluster = 1
	par = 360
	music = "$MUS_OUT08"
	lightning
}

map OUT09 lookup "OUTHUSTR_9" // Nebula
{
	levelnum = 59
	titlepatch = "LVOUT08"
	next = "INTER10"
	secretnext = "INTER10"
	sky1 = "ISUCK"
	cluster = 1
	par = 330
	music = "$MUS_OUT09"
}

map OUT10 lookup "OUTHUSTR_10" // Radiant
{
	levelnum = 60
	titlepatch = "LVOUT09"
	next = "OUT03"
	secretnext = "OUT03"
	sky1 = "ISUCK"
	cluster = 1
	par = 150
	music = "$MUS_OUT10"
	fade = "64 00 00"
	//fogdensity = 180
	compat_soundtarget = 1
}

/* --- OUTCAST INTERMISSION SCREENS ----------------------------------------- */

map INTER09 lookup "INTERHUSTR_9" // Intermission to Radiant
{
	levelnum = 0
	titlepatch = "LVOUT09"
	next = "OUT10"
	secretnext = "OUT10"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER10 lookup "INTERHUSTR_10" // The Outcast
{
	levelnum = 0
	titlepatch = "LVOUTEND"
	next = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	secretnext = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_END"
	nointermission
	noautosavehint
}

/* --- REDEMPTION DENIED ---------------------------------------------------- */

map RDM01 lookup "RDMHUSTR_1" // The Metacenter
{
	levelnum = 61
	titlepatch = "LVRDM00"
	next = "RDM02"
	secretnext = "RDM02"
	sky1 = "ISUCK"
	cluster = 1
	par = 450
	music = "$MUS_RDM01"
}

map RDM02 lookup "RDMHUSTR_2" // Secondary Complex
{
	levelnum = 62
	titlepatch = "LVRDM01"
	next = "RDM03"
	secretnext = "RDM03"
	sky1 = "ISUCK"
	cluster = 1
	par = 210
	music = "$MUS_RDM02"
}

map RDM03 lookup "RDMHUSTR_3" // Deep Sector
{
	levelnum = 63
	titlepatch = "LVRDM02"
	next = "RDM04"
	secretnext = "RDM04"
	sky1 = "ISUCK"
	cluster = 1
	par = 390
	music = "$MUS_RDM03"
}

map RDM04 lookup "RDMHUSTR_4" // Command Center
{
	levelnum = 64
	titlepatch = "LVRDM03"
	next = "RDM05"
	secretnext = "RDM05"
	sky1 = "ISUCK"
	cluster = 1
	par = 300
	music = "$MUS_RDM04"
}

map RDM05 lookup "RDMHUSTR_5" // Operations Base
{
	levelnum = 65
	titlepatch = "LVRDM04"
	next = "RDM06"
	secretnext = "RDM06"
	sky1 = "ISUCK"
	cluster = 1
	par = 330
	music = "$MUS_RDM05"
}

map RDM06 lookup "RDMHUSTR_6" // Processing Area
{
	levelnum = 66
	titlepatch = "LVRDM05"
	next = "RDM07"
	secretnext = "RDM07"
	sky1 = "ISUCK"
	cluster = 1
	par = 540
	music = "$MUS_RDM06"
}

map RDM07 lookup "RDMHUSTR_7" // Networking Station
{
	levelnum = 67
	titlepatch = "LVRDM06"
	next = "INTER11"
	secretnext = "INTER11"
	sky1 = "ISUCK"
	cluster = 1
	par = 540
	music = "$MUS_RDM07"
}

map RDM08 lookup "RDMHUSTR_8" // The Sanctum
{
	levelnum = 68
	titlepatch = "LVRDM07"
	next = "INTER12"
	secretnext = "INTER12"
	sky1 = "ISUCK"
	cluster = 1
	par = 450
	music = "$MUS_RDM08"
	compat_limitpain = 0 // This is needed due to pre-spawned Lost Souls!
}

/* --- REDEMPTION DENIED INTERMISSION SCREENS ------------------------------- */

map INTER11 lookup "INTERHUSTR_11" // Intermission to The Sanctum
{
	levelnum = 0
	titlepatch = "LVRDM07"
	next = "RDM08"
	secretnext = "RDM08"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER12 lookup "INTERHUSTR_12" // Redemption Denied
{
	levelnum = 0
	titlepatch = "LVRDMEND"
	next = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	secretnext = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_END"
	nointermission
	noautosavehint
}

/* --- THE RECKONING -------------------------------------------------------- */

map REC01 lookup "RECHUSTR_1" // Tunnels
{
	levelnum = 69
	titlepatch = "LVREC00"
	next = "REC02"
	secretnext = "REC02"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC01"
}

map REC02 lookup "RECHUSTR_2" // The Hazard Pits
{
	levelnum = 70
	titlepatch = "LVREC01"
	next = "REC03"
	secretnext = "REC03"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC02"
}

map REC03 lookup "RECHUSTR_3" // Delta Quadrant
{
	levelnum = 71
	titlepatch = "LVREC02"
	next = "REC04"
	secretnext = "REC04"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC03"
}

map REC04 lookup "RECHUSTR_4" // Data Labs
{
	levelnum = 72
	titlepatch = "LVREC03"
	next = "REC05"
	secretnext = "REC05"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC04"
}

map REC05 lookup "RECHUSTR_5" // Portal Core
{
	levelnum = 73
	titlepatch = "LVREC04"
	next = "INTER13"
	secretnext = "INTER13"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC05"
}

map REC06 lookup "RECHUSTR_6" // Incinerated Offerings
{
	levelnum = 74
	titlepatch = "LVREC05"
	next = "REC07"
	secretnext = "REC07"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC06"
}

map REC07 lookup "RECHUSTR_7" // Shadow Crypt
{
	levelnum = 75
	titlepatch = "LVREC06"
	next = "REC08"
	secretnext = "REC08"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC07"
}

map REC08 lookup "RECHUSTR_8" // The Circle of Chaos
{
	levelnum = 76
	titlepatch = "LVREC07"
	next = "REC09"
	secretnext = "REC09"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC08"
}

map REC09 lookup "RECHUSTR_9" // Source of Evil
{
	levelnum = 77
	titlepatch = "LVREC08"
	next = "INTER14"
	secretnext = "INTER14"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_REC09"
}

/* --- THE RECKONING INTERMISSION SCREENS ----------------------------------- */

map INTER13 lookup "INTERHUSTR_13" // Intermission to Incinerated Offerings
{
	levelnum = 0
	titlepatch = "LVREC05"
	next = "REC06"
	secretnext = "REC06"
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_TEXT"
	nointermission
	noautosavehint
}

map INTER14 lookup "INTERHUSTR_14" // The Reckoning
{
	levelnum = 0
	titlepatch = "LVRECEND"
	next = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	secretnext = endgame
	{
		cast
		music = "$MUS_CAST"
	}
	sky1 = "ISUCK"
	cluster = 1
	par = 0
	music = "$MUS_END"
	nointermission
	noautosavehint
}

























/* --- MULTIPLAYER SETUP -------------------------------------------------------- */

map PREMAP01 Lookup "PRE-GAME"
{
	Sky1 = "ISUCK"
	Music = "YETIS"
	Next = "64DM01"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

//DM MAPS (Last Updated 11/6/2024)

map 64DM01 Lookup "Staging Area"
{
	Sky1 = "ISUCK"
	Music = "DMMUS01"
	Next = "64DM02"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM02 Lookup "Terra-pit"
{
	Sky1 = "ISUCK"
	Music = "DMMUS02"
	Next = "64DM03"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM03 Lookup "Pangea (Beta)"
{
	Sky1 = "ISUCK"
	Music = "DMMUS03"
	Next = "64DM04"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM04 Lookup "Death March"
{
	Sky1 = "ISUCK"
	Music = "DMMUS04"
	Next = "64DM05"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM05 Lookup "The Gulag"
{
	Sky1 = "ISUCK"
	Music = "DMMUS05"
	Next = "64DM06"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM06 Lookup "Burnt Corpses"
{
	Sky1 = "ISUCK"
	Music = "DMMUS06"
	Next = "64DM07"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM07 Lookup "Gates of DOOM"
{
	Sky1 = "ISUCK"
	Music = "DMMUS07"
	Next = "64DM08"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM08 Lookup "Bloodlong"
{
	Sky1 = "ISUCK"
	Music = "DMMUS08"
	Next = "64DM09"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM09 Lookup "Terror Core DM"
{
	Sky1 = "ISUCK"
	Music = "DMMUS09"
	Next = "64DM10"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
	lightning
}

map 64DM10 Lookup "Hydrocide"
{
	Sky1 = "ISUCK"
	Music = "DMMUS10"
	Next = "64DM11"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM11 Lookup "Quasar"
{
	Sky1 = "ISUCK"
	Music = "DMMUS11"
	Next = "64DM12"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM12 Lookup "Toxic Vats"
{
	Sky1 = "ISUCK"
	Music = "DMMUS12"
	Next = "64DM13"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM13 Lookup "Station 64"
{
	Sky1 = "ISUCK"
	Music = "DMMUS13"
	Next = "64DM14"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM14 Lookup "Prisoner"
{
	Sky1 = "ISUCK"
	Music = "DMMUS14"
	Next = "64DM15"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM15 Lookup "Entryway"
{
	Sky1 = "ISUCK"
	Music = "DMMUS15"
	Next = "64DM16"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM16 Lookup "Rust and Dust"
{
	Sky1 = "ISUCK"
	Music = "DMMUS16"
	Next = "64DM17"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM17 Lookup "Detonation"
{
	Sky1 = "ISUCK"
	Music = "DMMUS17"
	Next = "64DM18"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM18 Lookup "Battle Field"
{
	Sky1 = "ISUCK"
	Music = "DMMUS18"
	Next = "64DM19"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM19 Lookup "Gemini"
{
	Sky1 = "ISUCK"
	Music = "DMMUS19"
	Next = "64DM20"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM20 Lookup "Frag Column"
{
	Sky1 = "ISUCK"
	Music = "DMMUS20"
	Next = "64DM21"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM21 Lookup "Combustion Chamber"
{
	Sky1 = "ISUCK"
	Music = "DMMUS21"
	Next = "64DM22"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM22 Lookup "Vertical Violence"
{
	Sky1 = "ISUCK"
	Music = "DMMUS22"
	Next = "64DM23"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM23 Lookup "Magma Conduit"
{
	Sky1 = "ISUCK"
	Music = "DMMUS23"
	Next = "64DM24"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM24 Lookup "Insomnia"
{
	Sky1 = "ISUCK"
	Music = "DMMUS24"
	Next = "64DM25"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM25 Lookup "Trash Chute"
{
	Sky1 = "ISUCK"
	Music = "DMMUS25"
	Next = "64DM26"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM26 Lookup "Vague Memory"
{
	Sky1 = "ISUCK"
	Music = "ETERNAL"
	Next = "64DM27"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

MAP 64DM27 "Castle of Doom"
{
music = "SIEGE"
Sky1 = "ISUCK"
Next = "64DM28"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM28 "Peach's Keep"
{
Sky1 = "MARISK3"
next = 64DM29
music = "K_ROAD"
InterMusic = "N64INTER"
exitpic = "EVILDM"
OutsideFog = "15 0E 21"
lightning
}

Map 64DM29 "Aqua Conductor (WIP)"
{
Sky1 = "MARISK3"
next = 64DM30
music = "DMMUS29"
InterMusic = "N64INTER"
exitpic = "EVILDM"
OutsideFog = "15 0E 21"
lightning
}

Map 64DM30 "Old Wounds"
{
Sky1 = "FRSKYGRN"
next = 64DM31
music = "DMMUS30"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM31 "Monrok's Pocket Arena (WIP)"
{

next = 64DM32
music = "DMMUS31"
InterMusic = "N64INTER"
exitpic = "EVILDM"
lightning
}

Map 64DM32 "DE_DUST 2.64"
{
next = 64DM33
music = "DMMUS32"
Fade = "915920"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM33 "Crossfire"
{
next = 64DM34
music = "DMMUS33"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM34 "Frag On The Titlemap"
{
next = 64DM35
music = "DMMUS34"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

map 64DM35 Lookup "Breakdown Reloaded"
{
next = 64DM36
	Sky1 = "ISUCK"
	Music = "DMMUS35"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map 64DM36 Lookup "Spiral Deathmatch"
{
Next = 64DM37
	Sky1 = "ISUCK"
	Music = "DMMUS36"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

Map 64DM37 "Stormfront"
{
next = 64DM38
music = "DMMUS37"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}
Map 64DM38 "Carnage Mall"
{
next = 64DM39
music = "DMMUS38"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM39 "Xenohell"
{
next = 64DM40
music = "DMMUS39"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM40 "Homecoming"
{
next = 64DM41
music = "DMMUS40"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM41 "Ethereal Warfare"
{
next = 64DM42
music = "DMMUS41"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM42 "Alteisen"
{
next = 64DM43
music = "DMMUS42"
Fade = "915920"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM43 "DE_AZTEC 64"
{
next = 64DM44
music = "DMMUS43"
InterMusic = "N64INTER"
exitpic = "EVILDM"
lightning
}

Map 64DM44 "Sacrifice"
{
next = 64DM45
music = "DMMUS44"
InterMusic = "N64INTER"
exitpic = "EVILDM"
lightning
}

Map 64DM45 "Lavender Town"
{
next = 64DM46
music = "DMMUS45"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM46 "Point Nemo"
{
next = 64DM47
music = "DMMUS46"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map 64DM47 "Matriarch's Temple(WIP)"
{
next = 64DM01
music = "DMMUS47"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}


/* ----------------------------------------------------------- */
//FUN MAPS

map FUNDM01 Lookup "Rat Maze"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS01"
	Next = "FUNDM02"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map FUNDM02 Lookup "Ultra Hardcore"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS02"
	Next = "FUNDM03"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map FUNDM03 Lookup "Playground Arena"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS03"
	Next = "FUNDM04"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map FUNDM04 Lookup "Waste Tunnels"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS04"
	Next = "FUNDM05"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map FUNDM05 Lookup "Forbidden Arena"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS05"
	Next = "FUNDM06"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map FUNDM06 Lookup "Getting railed (mostly) from behind"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS06"
	Next = "FUNDM07"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map FUNDM07 Lookup "Tomb of Shadows DM"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS07"
	Next = "FUNDM10"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}


map FUNDM08 Lookup "Death Labs DM"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS08"
	Next = "FUNDM09"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map FUNDM09 Lookup "HARDCORE Reloaded DM" //2.0
{
	Sky1 = "ISUCK"
	Music = "FUNMUS09"
	Next = "FUNDM10"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map FUNDM10 Lookup "The UnAligned's Revenge"
{
	Sky1 = "ISUCK"
	Music = "FUNMUS10"
	Next = "FUNDM11"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

Map FUNDM11 "Jolly Mall"
{
next = FUNDM12
music = "FUNMUS11"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map FUNDM12 "XmasTown"
{
next = FUNDM13
music = "FUNMUS12"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}

Map FUNDM13 "Frosty's Domain"
{
next = FUNDM01
music = "FUNMUS13"
InterMusic = "N64INTER"
exitpic = "EVILDM"
}


/* --- CTF MAPS -------------------------------------------------------- */


map CTF01 Lookup "Bastion"
{
	Sky1 = "ISUCK"
	Music = ""
	Next = "CTF02"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}

map CTF02 Lookup "Temple"
{
	Sky1 = "ISUCK"
	Music = ""
	Next = "CTF01"
	InterMusic = "N64INTER"
	exitpic = "EVILDM"
}







/* --- CLUSTER DEFINITION --------------------------------------------------- */

cluster 1 {} // Dummy cluster so that entering screens appear

/* --- MODIFIED CAST CALL --------------------------------------------------- */

Intermission Doom2Cast
{
	Cast
	{
		CastClass = "Zombieman"
		CastName = "$CC_ZOMBIE"
		AttackSound = "Missile", 1, "grunt/attack"
	}
	Cast
	{
		CastClass = "ShotgunGuy"
		CastName = "$CC_SHOTGUN"
		AttackSound = "Missile", 1, "shotguy/attack"
	}
	Cast
	{
		CastClass = "64DoomImp"
		CastName = "$CC_IMP"
		AttackSound = "Missile", 2, "imp/attack"
	}
	Cast
	{
		CastClass = "64NightmareImp"
		CastName = "$CC_NIGHTIMP"
		AttackSound = "Missile", 2, "imp/attack"
	}
	Cast
	{
		CastClass = "Demon"
		CastName = "$CC_DEMON"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "64Spectre"
		CastName = "$CC_SPECTRE"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "64LostSoul"
		CastName = "$CC_LOST"
		AttackSound = "Missile", 1, "skull/melee"
	}
	Cast
	{
		CastClass = "64Cacodemon"
		CastName = "$CC_CACO"
		AttackSound = "Missile", 1, "caco/attack"
	}
	Cast
	{
		CastClass = "64HellKnight"
		CastName = "$CC_HELL"
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "64BaronOfHell"
		CastName = "$CC_BARON"
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "64Arachnotron"
		CastName = "$CC_ARACH"
		AttackSound = "Missile", 3, "baby/attack"
		AttackSound = "Missile", 6, "baby/attack"
		AttackSound = "Missile", 9, "baby/attack"
		AttackSound = "Missile", 12, "baby/attack"
		AttackSound = "Missile", 15, "baby/attack"
		AttackSound = "Missile", 18, "baby/attack"
	}
	Cast
	{
		CastClass = "64PainElemental"
		CastName = "$CC_PAIN"
		AttackSound = "Missile", 2, "skull/melee"
	}
	Cast
	{
		CastClass = "64Fatso"
		CastName = "$CC_MANCU"
		AttackSound = "Missile", 1, "fatso/attack"
		AttackSound = "Missile", 4, "fatso/attack"
		AttackSound = "Missile", 7, "fatso/attack"
	}
	Cast
	{
		CastClass = "64Cyberdemon"
		CastName = "$CC_CYBER"
		AttackSound = "Missile", 1, "weapons/rocklf"
		AttackSound = "Missile", 3, "weapons/rocklf"
		AttackSound = "Missile", 5, "weapons/rocklf"
	}
	Cast
	{
		CastClass = "64MotherDemon"
		CastName = "$CC_MOTH"
		AttackSound = "Missile", 1, "mother/attack"
		AttackSound = "Missile", 3, "mother/attack"
		AttackSound = "Missile", 5, "mother/attack"
	}
	Cast
	{
		CastClass = "64DoomPlayer"
		CastName = "$CC_HERO"
		AttackSound = "Missile", 0, "weapons/sshotf"
	}
	Link = Doom2Cast // restart cast call
}
