levels: Change “chapter” terminology to “episode”
A generic term like this isn’t really suitable for trademark, nor likely to ever be disputed. The community and the engine both heavily bias toward “episode” and indeed most other games do. Closes: #682master
parent
bbf84a98ea
commit
82b14b3b55
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@ -262,7 +262,7 @@ To control how the node builder is invoked, or which levels are
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rebuilt, override the NODE_BUILDER and NODE_BUILDER_LEVELS make
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rebuilt, override the NODE_BUILDER and NODE_BUILDER_LEVELS make
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variables respectively. For example, to specify the full path to
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variables respectively. For example, to specify the full path to
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ZenNode when it's not in the path and to rebuild only the first
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ZenNode when it's not in the path and to rebuild only the first
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chapter of Freedoom 1 as well all of the deathmatch levels:
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episode of Freedoom 1 as well all of the deathmatch levels:
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[source,bash]
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[source,bash]
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-----------------
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-----------------
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make NODE_BUILDER=/opt/zennode/ZenNode NODE_BUILDER_LEVELS="c1m? dm??" rebuild-nodes
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make NODE_BUILDER=/opt/zennode/ZenNode NODE_BUILDER_LEVELS="c1m? dm??" rebuild-nodes
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2
CREDITS
2
CREDITS
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@ -594,7 +594,7 @@ D: lumps (demos, playtesting)
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S: voltcom9
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S: voltcom9
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E: Earthbound.Glenn@gmail.com
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E: Earthbound.Glenn@gmail.com
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D: level/chapter names
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D: level/episode names
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S: jmickle
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S: jmickle
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E: jaymickle@gmail.com
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E: jaymickle@gmail.com
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@ -16,10 +16,10 @@ single-player oriented campaigns and one set of levels designed
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exclusively for multiplayer deathmatch:
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exclusively for multiplayer deathmatch:
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[horizontal]
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[horizontal]
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*Freedoom: Phase 1*:: Four chapters, nine levels each, totalling 36
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*Freedoom: Phase 1*:: Four episodes, nine levels each, totalling 36
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levels. This game aims for compatibility with _The Ultimate Doom_
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levels. This game aims for compatibility with _The Ultimate Doom_
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mods, also known as plain _Doom_ or _Doom 1_.
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mods, also known as plain _Doom_ or _Doom 1_.
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*Freedoom: Phase 2*:: 32 levels in one long chapter, featuring extra
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*Freedoom: Phase 2*:: 32 levels in one long episode, featuring extra
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monsters and a double-barrelled shotgun. This project aims for
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monsters and a double-barrelled shotgun. This project aims for
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compatibility with _Doom II_ mods.
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compatibility with _Doom II_ mods.
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*FreeDM*:: A 32-level game designed for competitive deathmatch play.
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*FreeDM*:: A 32-level game designed for competitive deathmatch play.
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126
buildcfg.txt
126
buildcfg.txt
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@ -23,42 +23,42 @@
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[levels]
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[levels]
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#ifndef PHASE2
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#ifndef PHASE2
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E1M1 = c1m1
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E1M1
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E1M2 = c1m2
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E1M2
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E1M3 = c1m3
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E1M3
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E1M4 = c1m4
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E1M4
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E1M5 = c1m5
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E1M5
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E1M6 = c1m6
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E1M6
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E1M7 = c1m7
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E1M7
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E1M8 = c1m8
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E1M8
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E1M9 = c1m9
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E1M9
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E2M1 = c2m1
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E2M1
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E2M2 = c2m2
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E2M2
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E2M3 = c2m3
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E2M3
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E2M4 = c2m4
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E2M4
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E2M5 = c2m5
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E2M5
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E2M6 = c2m6
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E2M6
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E2M7 = c2m7
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E2M7
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E2M8 = c2m8
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E2M8
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E2M9 = c2m9
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E2M9
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E3M1 = c3m1
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E3M1
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E3M2 = c3m2
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E3M2
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E3M3 = c3m3
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E3M3
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E3M4 = c3m4
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E3M4
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E3M5 = c3m5
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E3M5
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E3M6 = c3m6
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E3M6
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E3M7 = c3m7
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E3M7
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E3M8 = c3m8
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E3M8
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E3M9 = c3m9
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E3M9
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E4M1 = c4m1
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E4M1
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E4M2 = c4m2
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E4M2
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E4M3 = c4m3
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E4M3
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E4M4 = c4m4
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E4M4
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E4M5 = c4m5
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E4M5
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E4M6 = c4m6
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E4M6
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E4M7 = c4m7
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E4M7
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E4M8 = c4m8
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E4M8
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E4M9 = c4m9
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E4M9
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#else /* #ifndef PHASE2 */
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#else /* #ifndef PHASE2 */
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@ -445,39 +445,39 @@ DPRADIO
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#ifndef PHASE2
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#ifndef PHASE2
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D_E1M1 = D_C1M1
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D_E1M1
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D_E1M2 = D_C1M2
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D_E1M2
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D_E1M3 = D_C1M3
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D_E1M3
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D_E1M4 = D_C1M4
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D_E1M4
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D_E1M5 = D_C1M5
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D_E1M5
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D_E1M6 = D_C1M6
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D_E1M6
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D_E1M7 = D_C1M7
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D_E1M7
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D_E1M8 = D_C1M8
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D_E1M8
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D_E1M9 = D_C1M9
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D_E1M9
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D_INTER
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D_INTER
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D_INTRO
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D_INTRO
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D_VICTOR
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D_VICTOR
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D_INTROA
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D_INTROA
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D_E2M1 = D_C2M1
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D_E2M1
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D_E2M2 = D_C2M2
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D_E2M2
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D_E2M3 = D_C2M3
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D_E2M3
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D_E2M4 = D_C2M4
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D_E2M4
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D_E2M5 = D_C2M5
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D_E2M5
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D_E2M6 = D_C2M6
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D_E2M6
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D_E2M7 = D_C2M7
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D_E2M7
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D_E2M8 = D_C2M8
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D_E2M8
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D_E2M9 = D_C2M9
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D_E2M9
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D_E3M1 = D_C3M1
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D_E3M1
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D_E3M2 = D_C3M2
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D_E3M2
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D_E3M3 = D_C3M3
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D_E3M3
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D_E3M4 = D_C3M4
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D_E3M4
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D_E3M5 = D_C3M5
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D_E3M5
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D_E3M6 = D_C3M6
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D_E3M6
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D_E3M7 = D_C3M7
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D_E3M7
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D_E3M8 = D_C3M8
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D_E3M8
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D_E3M9 = D_C3M9
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D_E3M9
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D_BUNNY
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D_BUNNY
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@ -1,7 +1,7 @@
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[Desktop Entry]
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[Desktop Entry]
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Name=Phase 1
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Name=Phase 1
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Name[he]=מופע 1
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Name[he]=מופע 1
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Comment=Battle monsters in four 9-level chapters
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Comment=Battle monsters in four 9-level episodes
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Comment[he]=הילחם במפלצות בארבעה פרקים בעלי 9 שלבים
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Comment[he]=הילחם במפלצות בארבעה פרקים בעלי 9 שלבים
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GenericName=First Person Shooter Game
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GenericName=First Person Shooter Game
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GenericName[he]=משחק יריות בגוף ראשון
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GenericName[he]=משחק יריות בגוף ראשון
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<url type="bugtracker">https://github.com/freedoom/freedoom/issues</url>
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<url type="bugtracker">https://github.com/freedoom/freedoom/issues</url>
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<description>
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<description>
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<p>
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<p>
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Freedoom: Phase 1 contains four chapters, nine levels each, to
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Freedoom: Phase 1 contains four episodes, nine levels each, to
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provide a smoothly-paced first person action game. In it is a
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provide a smoothly-paced first person action game. In it is a
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wide variety of mazes and enemies to fight and challenge your
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wide variety of mazes and enemies to fight and challenge your
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reflexes.
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reflexes.
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@ -1,7 +1,7 @@
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[Desktop Entry]
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[Desktop Entry]
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Name=Phase 2
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Name=Phase 2
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Name[he]=מופע 2
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Name[he]=מופע 2
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Comment=Battle monsters in one massive 32-level chapter
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Comment=Battle monsters in one massive 32-level episode
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Comment[he]=הילחם במפלצות בפרק אדיר אחד בעל 32 שלבים
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Comment[he]=הילחם במפלצות בפרק אדיר אחד בעל 32 שלבים
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GenericName=First Person Shooter Game
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GenericName=First Person Shooter Game
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GenericName[he]=משחק יריות בגוף ראשון
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GenericName[he]=משחק יריות בגוף ראשון
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@ -88,7 +88,7 @@ white_graphics = {
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blue_graphics = {
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blue_graphics = {
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"m_disopt": "DISPLAY OPTIONS",
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"m_disopt": "DISPLAY OPTIONS",
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"m_episod": "Choose Chapter:",
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"m_episod": "Choose Episode:",
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"m_optttl": "OPTIONS",
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"m_optttl": "OPTIONS",
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"m_skill": "Choose Skill Level:",
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"m_skill": "Choose Skill Level:",
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}
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}
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@ -1,7 +1,7 @@
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This directory contains the game levels. The files are named by the IWAD
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This directory contains the game levels. The files are named by the IWAD
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into which they are included:
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into which they are included:
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* cXmY.wad - Freedoom: Phase 1
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* eXmY.wad - Freedoom: Phase 1
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* mapXY.wad - Freedoom: Phase 2
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* mapXY.wad - Freedoom: Phase 2
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* dmXY.wad - FreeDM
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* dmXY.wad - FreeDM
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@ -202,42 +202,42 @@ PD_YELLOWS = This door requires the yellow skeleton key.
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PD_ANY = This door requires any key.
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PD_ANY = This door requires any key.
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PD_ALL3 = This door requires all three keys.
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PD_ALL3 = This door requires all three keys.
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PD_ALL6 = This door requires all six keys!
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PD_ALL6 = This door requires all six keys!
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HUSTR_E1M1 = C1M1: Outer Prison
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HUSTR_E1M1 = E1M1: Outer Prison
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HUSTR_E1M2 = C1M2: Communications Center
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HUSTR_E1M2 = E1M2: Communications Center
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HUSTR_E1M3 = C1M3: Waste Disposal
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HUSTR_E1M3 = E1M3: Waste Disposal
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HUSTR_E1M4 = C1M4: Supply Depot
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HUSTR_E1M4 = E1M4: Supply Depot
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HUSTR_E1M5 = C1M5: Main Control
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HUSTR_E1M5 = E1M5: Main Control
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HUSTR_E1M6 = C1M6: Training Facility
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HUSTR_E1M6 = E1M6: Training Facility
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HUSTR_E1M7 = C1M7: Transportation Bay
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HUSTR_E1M7 = E1M7: Transportation Bay
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HUSTR_E1M8 = C1M8: Outpost Quarry
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HUSTR_E1M8 = E1M8: Outpost Quarry
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HUSTR_E1M9 = C1M9: Armory
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HUSTR_E1M9 = E1M9: Armory
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HUSTR_E2M1 = C2M1: Ruins
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HUSTR_E2M1 = E2M1: Ruins
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HUSTR_E2M2 = C2M2: Power Plant
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HUSTR_E2M2 = E2M2: Power Plant
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HUSTR_E2M3 = C2M3: Archaelogy Site
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HUSTR_E2M3 = E2M3: Archaelogy Site
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HUSTR_E2M4 = C2M4: Sample Holding Site
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HUSTR_E2M4 = E2M4: Sample Holding Site
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HUSTR_E2M5 = C2M5: Fortress 31
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HUSTR_E2M5 = E2M5: Fortress 31
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HUSTR_E2M6 = C2M6: Trepidation Site
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HUSTR_E2M6 = E2M6: Trepidation Site
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HUSTR_E2M7 = C2M7: Quarantine Vessel
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HUSTR_E2M7 = E2M7: Quarantine Vessel
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HUSTR_E2M8 = C2M8: Containment Cell
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HUSTR_E2M8 = E2M8: Containment Cell
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HUSTR_E2M9 = C2M9: Corruption of Man
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HUSTR_E2M9 = E2M9: Corruption of Man
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HUSTR_E3M1 = C3M1: Land of the Lost
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HUSTR_E3M1 = E3M1: Land of the Lost
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HUSTR_E3M2 = C3M2: Infernal Caverns
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HUSTR_E3M2 = E3M2: Infernal Caverns
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HUSTR_E3M3 = C3M3: Derelict Temple
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HUSTR_E3M3 = E3M3: Derelict Temple
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HUSTR_E3M4 = C3M4: Sacrificial Bastion
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HUSTR_E3M4 = E3M4: Sacrificial Bastion
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HUSTR_E3M5 = C3M5: Oblation Temple
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HUSTR_E3M5 = E3M5: Oblation Temple
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HUSTR_E3M6 = C3M6: Igneous Intrusion
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HUSTR_E3M6 = E3M6: Igneous Intrusion
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HUSTR_E3M7 = C3M7: No Regrets
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HUSTR_E3M7 = E3M7: No Regrets
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HUSTR_E3M8 = C3M8: Ancient Lair
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HUSTR_E3M8 = E3M8: Ancient Lair
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HUSTR_E3M9 = C3M9: Acquainted With Grief
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HUSTR_E3M9 = E3M9: Acquainted With Grief
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HUSTR_E4M1 = C4M1: Maintenance Area
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HUSTR_E4M1 = E4M1: Maintenance Area
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HUSTR_E4M2 = C4M2: Research Complex
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HUSTR_E4M2 = E4M2: Research Complex
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HUSTR_E4M3 = C4M3: Central Computing
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HUSTR_E4M3 = E4M3: Central Computing
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HUSTR_E4M4 = C4M4: Hydroponic Facility
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HUSTR_E4M4 = E4M4: Hydroponic Facility
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HUSTR_E4M5 = C4M5: Engineering Station
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HUSTR_E4M5 = E4M5: Engineering Station
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HUSTR_E4M6 = C4M6: Command Center
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HUSTR_E4M6 = E4M6: Command Center
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HUSTR_E4M7 = C4M7: Waste Treatment
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HUSTR_E4M7 = E4M7: Waste Treatment
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HUSTR_E4M8 = C4M8: Launch Bay
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HUSTR_E4M8 = E4M8: Launch Bay
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HUSTR_E4M9 = C4M9: Operations
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HUSTR_E4M9 = E4M9: Operations
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CC_ZOMBIE = zombie
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CC_ZOMBIE = zombie
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CC_SHOTGUN = shotgun zombie
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CC_SHOTGUN = shotgun zombie
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CC_HEAVY = minigun zombie
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CC_HEAVY = minigun zombie
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@ -410,7 +410,7 @@ STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision
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NIGHTMARE = This is the highest skill level.\n\
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NIGHTMARE = This is the highest skill level.\n\
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Not recommended unless you're experienced.\n\n\
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Not recommended unless you're experienced.\n\n\
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(Press Y to confirm)
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(Press Y to confirm)
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# End-of-chapter texts, now with a consistent story. Feel free to edit them.
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# End-of-episode texts, now with a consistent story. Feel free to edit them.
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E1TEXT = You've made it out of the outpost.\n\
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E1TEXT = You've made it out of the outpost.\n\
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But you're still stuck on this rock.\n\
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But you're still stuck on this rock.\n\
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AGM sure has been busy with their\n\
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AGM sure has been busy with their\n\
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Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
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@ -35,7 +35,7 @@ following:
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Freedoom is split into _Freedoom: Phase 1_ (`freedoom1.wad`) and
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Freedoom is split into _Freedoom: Phase 1_ (`freedoom1.wad`) and
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_Freedoom: Phase 2_ (`freedoom2.wad`). _Phase 1_ is split into four separate
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_Freedoom: Phase 2_ (`freedoom2.wad`). _Phase 1_ is split into four separate
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chapters of eight levels each, while _Phase 2_ is a single, 30 level campaign.
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episodes of eight levels each, while _Phase 2_ is a single, 30 level campaign.
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This gives 62 levels to play through, and there are also secret levels -- if
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This gives 62 levels to play through, and there are also secret levels -- if
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you can discover how to reach them.
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you can discover how to reach them.
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@ -70,19 +70,19 @@ items you’ll encounter in the game.
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To start a new game, press _Esc_ to bring up the main menu, and choose
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To start a new game, press _Esc_ to bring up the main menu, and choose
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_New Game_.
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_New Game_.
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When starting a new game, you may be prompted to choose which chapter to
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When starting a new game, you may be prompted to choose which episode to
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start playing.
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start playing.
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image::images/menu-chapter.png[Freedoom Chapter Menu,align="center",width=432,pdfwidth=50vw]
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image::images/menu-episode.png[Freedoom Episode Menu,align="center",width=432,pdfwidth=50vw]
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If you’re new to the game, start with _Outpost Outbreak_, the first
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If you’re new to the game, start with _Outpost Outbreak_, the first
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chapter (and easiest). Once you finish one chapter, you can move on to
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episode (and easiest). Once you finish one episode, you can move on to
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the next. If you’re bored with the chapter you’re playing or stuck, you
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the next. If you’re bored with the episode you’re playing or stuck, you
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can always try playing a different chapter instead. There’s no requirement
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can always try playing a different episode instead. There’s no requirement
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to play chapters in order.
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to play episodes in order.
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[[skill]]
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[[skill]]
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After choosing a chapter, you need to pick a skill level. Skill level
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After choosing a episode, you need to pick a skill level. Skill level
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affects several factors in the game, most importantly the number of
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affects several factors in the game, most importantly the number of
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monsters you’ll encounter.
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monsters you’ll encounter.
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@ -2,7 +2,7 @@ This directory contains the background music heard during play.
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In general, most files are per-level music files:
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In general, most files are per-level music files:
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||||||
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|
||||||
* d_eXmY.mid - Freedoom: Phase 1 music for cXmY.
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* d_eXmY.mid - Freedoom: Phase 1 music for eXmY.
|
||||||
* d_mapXY.mid - Freedoom: Phase 2 music for mapXY.
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* d_mapXY.mid - Freedoom: Phase 2 music for mapXY.
|
||||||
* d_dmXY.mid - FreeDM music for level XY.
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* d_dmXY.mid - FreeDM music for level XY.
|
||||||
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||||||
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@ -10,7 +10,7 @@ There are a few other MIDI files:
|
||||||
|
|
||||||
* d_intro.mid / d_introa.mid - Freedoom: Phase 1 title music
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* d_intro.mid / d_introa.mid - Freedoom: Phase 1 title music
|
||||||
* d_inter.mid - Freedoom: Phase 1 intermission music
|
* d_inter.mid - Freedoom: Phase 1 intermission music
|
||||||
* d_bunny.mid - Freedoom: Phase 1 Chapter 3 end music
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* d_bunny.mid - Freedoom: Phase 1 Episode 3 end music
|
||||||
* d_victor.mid - Freedoom: Phase 1 victory screen music
|
* d_victor.mid - Freedoom: Phase 1 victory screen music
|
||||||
|
|
||||||
* d_dm2ttl.mid - Freedoom: Phase 2 / FreeDM title music
|
* d_dm2ttl.mid - Freedoom: Phase 2 / FreeDM title music
|
||||||
|
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Loading…
Reference in New Issue