GameInfo
{
    quitmessages = "Final Doomer will come out in installments of three weaponsets, until we get bored or we choke the engine to death.",
	"Pistols in Final Doomer have unlimited ammo, and generally must be reloaded. They are not weak, either, so feel free to rely on them.",
	"Chainsaws are considered to be a special spawn in Final Doomer, and can be anything from a weapon to a powerup to a useful tool.",
	
	"Plutonia's Grenade Launcher's grenades are not affected by gravity until they hit a surface.",
	"Plutonia's HMG decreases in accuracy the longer you fire, and quickly regains accuracy while idle.",
	"Plutonia's Quantum Prototype Accelerator is very powerful, and hits instantly, blasting everything where it hits, as well as around you.",
	
	"TNT's Halderman Device is the only non-pistol that has a secondary fire by default. Use it to toggle between 3 different utility modes.",
	"TNT's Maser has options to cut down on the effects, if your computer cannot handle it.",
	"TNT's Incursion Annihilator is rapidfire, ideal for diving into masses of demons.",
	
	"Doom 2's Pistol no longer looks like a weird hemisphere perched on top of your fist. I hate that sprite so much.",
	"Doom 2's Chaingun is one of the most damaging chaingun-tier weapons, but is more inaccurate than normal.",
	"Doom 2's BFG 9000 is consistently powerful on a direct hit, unlike vanilla.",
	
	"AAliens' Stasis Bow is pretty amazing normally, but it absolutely shines in Coop games. It even affects your friends, kinda.",
	"AAliens' Shotguns have a portion of their damage dropoff at medium range, so use them up close.",
	"AAliens' Photon Scepter increases in power the further the projectile travels.",
	"AAliens' Alien Elite Weapon is very weird, but clever tapping or holding of the fire button will give you amazing crowd control.",
	"AAliens' Illuminator fires for an extended period of time, and cannot be stopped, so make sure you have plenty of targets. As a beam, the effects are tied with the Maser's in the options menu.",
	
	"JPCP's Pistol and Katana are both almost silent, allowing JPCPguy to start his games off extremely stealthily.",
	"JPCP's Katana can deal incredibly high amounts of damage, with three different ways to boost it.",
	"JPCP's Burst Needler has low ammo, but all the shots leave debuffs on the enemy that make them slower and less resistant to damage.",
	"JPCP's Prism Cannon is roughly equivalent to the vanilla RL, but does damage overtime, and blinds you instead of harming you.",
	"JPCP's Ofuda Caster is slower and has less ammo than other PR counterparts, but will instantly kill enemies that are below 30% health after being hit.",
	"JPCP's Onmyou Devastator is very horizontal in terms of AOE, so make sure you fire it where it'll do the most damage.",
	
	"BTSX's weapons are all energy-based, and have OpenGL menu options to make them prettier.",
	"BTSX's Pistol and Power Fist are both chargeup weapons, so prepare to use them accordingly.",
	"BTSX's NanoCore enhances all your weapons, but the effect is fragile. If you lose more than 25% of the health you had when you activated it, it is disabled, and cannot be used again until the next level.",
	"BTSX's Machreaper has horrifyingly powerful blasts, but also has so much damage dropoff that it's practically a melee weapon.",
	"BTSX's Pulse Rifle has a triple strength shot every 30 seconds, so take advantage of that. Don't forget you have to pump it after, though.",
	"BTSX's Pulse Cannon deals no self-harm damage at all, so it can be used at close range as well as long.",
	"BTSX's X-Spark Cannon is the ultimate in firepower. Aim it wisely, as it has little ammo, and only affects things around the projectile.",
	
	"Hellbound's weapons excel in damage dealing and crowd control, but they are often slow, or low in ammo capacity.\nThere's also no energy weapons at all!",
    "Hellbound's Borstal Shotgun is great at dispatching enemies near enough in sequence, but leaves you in a harder position to switch weapons.",
    "Hellbound's Brigand SSG seems ordinary at first, but it has immense knockback, and turns things it's fired at into fine paste.",
    "Hellbound's Hammerite gets a splash damage bonus while under effects of a berserk; use it to pummel through weak enemy hordes.",
    "Hellbound's C4 is the be-all end-all in explosion-based room cleaning service. Toss it into demon-infested space, detonate, and see the magic at work. Manufacturer's warning: does not clean up the mess afterwards.",
    "Hellbound's Totenheim blast is so devastating it can go through walls. Use it to preemptively clear a room and rooms around it. The radiation field will take care of any unlucky survivors.",
	
	"Alien Vendetta's Precision Pistol might seem slow firing and weak, but it can actually be fired as fast as you can pull the trigger.",
	"Alien Vendetta's Mini-missile Launcher is only a third as strong as a normal rocket launcher, but it has three times the ammo capacity.",
	"Alien Vendetta's Phased-tachyon is slow, powerful, and pierces infinitely. Ammo is low, so make every shot count.",
	"Alien Vendetta's Vendetta Machine scans for enemies, and locks on to the first one it finds. Hold fire to keep unleashing explosive energy bolts at the lock-on signal. Shots will stop seeking the signal if you stop firing.",
	
	"Whitemare's weaponry is based around setting enemies on fire. The more you ignite them, the longer and more damaging the fire will be.",
	"Whitemare's Flare Buster is not only guaranteed to set enemies on fire, but it does so extremely effectively. Do not underestimate this weapon's power.",
	"Whitemare's ThermoCoat builds up heat from setting other things on fire. With enough heat, it can shield you from damaging floors, or even unleash waves of short-range fire!",
	"Whitemare's Gatling Fury builds up heat the longer it fires, and then goes into overdrive for a few seconds, dealing massive damage and igniting enemies.",
	"Whitemare's Firegrasp is unique in that it can be charged up before firing it, allowing you to use weak shots or strong shots as needed.",
	"Whitemare's Sol's Wrath incinerates everything in front of you constantly, so try to keep crowds of monsters close, but not too close that you can't see them all."
	
	PlayerClasses = 
	"FDPlutPlayer", 
	"FDTNTPlayer", 
	"FDDoom2Player", 
	"FDAliensPlayer", 
	"FDJPCPPlayer", 
	"FDBTSXPlayer", 
	"FDHellboundPlayer", 
	"FDAlienVendettaPlayer", 
	"FDWhitemarePlayer"
	// Nine player classes, nine mapsets
	
	NoRandomPlayerClass = True
//	CreditPage = "TITLEV1", "CREDIT", "BOSSBACK" // was just messing around
	QuitSound = "finaldoomer/quit"
}

map TEST lookup "TEST MAP"
{
   levelnum = 99
   next = "TEST"
   sky1 = "SKY1", 0.02
   cluster = 1
   par = 30
   nointermission
   ForceNoSkyStretch 
   AllowRespawn 
   sucktime = 1
   music = "D_READ_M"
}