' *******************************************
' *** Map Maker - Map Editing Script File ***
' *** (1995) Didier Dambrin - Image Line  ***
' *******************************************




' forest level
' action
' Februari 1998, Ief Goossens


'intro/extro videos
Video=Bloody.avi,0
Video=extro.avi,1
CDTrack=2,1


' registration
Title=^C08LEVEL 3-12:^O THE WARP HOLE,0
Title=^C08NIVEAU 3-12:^O LE TROU NOIR,1
Title=^C08LEVEL 3-12:^O DAS WARP LOCH,2
Title=^C08LEVEL 3-12:^O HET ZWART GAT,3
Title=^C08NIVEL 3-12:^O EL AGUJERO,4
Title=^C08LEVEL 3-12:^O IL BUCO DI WARP,5
IntroPic=ippipes.pcx
IntroMessage=THE WARP HOLE,0
IntroMessage=LE TROU NOIR,1
IntroMessage=DAS WARP LOCH,2
IntroMessage=HET ZWART GAT,3
IntroMessage=EL AGUJERO,4
IntroMessage=IL BUCO DI WARP,5
' This PCX will be shown next to the comments
' 8 bit only, 59*37 preferred, color 0 will be transparent
CommentPic=etlogo.pcx
Comments=Eat This original map^|1998 IEF GOOSSENS
EndPic=statsb01.lbm
EndMessage=WARP HOLE LEVEL COMPLETED,0
EndMessage=LE TROU NOIR^|NIVEAU BOUCLE,1
EndMessage=STUFE WARP LOCH GESCHAFFT,2
EndMessage=HET ZWART GAT^|LEVEL VOLBRACHT,3
EndMessage=NIVEL DEL AGUJERO^|COMPLETADO,4
EndMessage=LIVELLO IL BUCO DI WARP^|COMPLETATO,5


' linked level
NextLevelMap=


' Put here the picture file containing the background screen/palette
'Background=forbac04.lbm
Background=grey.lbm


' Foreground colors
ForegroundColors=174


' Here come the Tile Groups files to be used (in the right order)
' Put a blank file name if you want to skip a tile group
' The icons should stay on the fourth group
TileGroup=tree01.til
TileGroup=tree02.til
TileGroup=tree00.til
TileGroup=pi2icons.til
TileGroup=tree03.til
TileGroup=tree04.til
TileGroup=
TileGroup=tree05.til
TileGroup=
TileGroup=tree08.til
TileGroup=
TileGroup=
TileGroup=
TileGroup=etbonus.til


' Map masks: turn to OFF if you don't want to SAVE the referred plane
' Useful to save one plane only (for background maps)
BackEnabled=
ForeEnabled=
BonusEnabled=


' Palette FX tables
PalMix=forest.mix
PalMixLight=forest.lit
PalMixSea=forest.sea

' This enables the light layer
'PalMixLayerLight=sven.llt

' Background & foreground procs
' forest 
BackgroundProc=4
ForegroundProc=4

' Level sprites
LoadSpriteGroup=svnbac01.spr
LoadSpriteGroup=forest.spr
LoadSpriteGroup=fordoors.spr
LoadSpriteGroup=forbac00.spr
LoadSpriteGroup=forplat2.spr
LoadSpriteGroup=forplat.spr
LoadSpriteGroup=forbac02.spr

' Extra maps
LoadExtraMap=for05b00.map
LoadExtraMap=for05b01.map
LoadExtraMap=for05b02.map
LoadExtraMap=for05b03.map

' Level messages
AddMsg=I FEEL LIKE THE END IS CLOSE,0
AddMsg=JE SENS QUE LA FIN EST PROCHE,1
AddMsg=DAS ENDE SCHEINT NAH ZU SEIN,2
AddMsg=IK VOEL DAT HET EINDE NABIJ IS,3
AddMsg=SIENTO QUE EL FINAL ESTA CERCANO,4
AddMsg=MI SENTO COME SE LA FINE FOSSE VICINA,5
AddMsg=THIS IS WHERE ALL THESE BASTARDS^|COME FROM...,0
AddMsg=C'EST D'ICI QUE TOUS CES BATARDS ARRIVENT^|ON DIRAIT...,1
AddMsg=VON HIER KOMMEN ALL DIESE BASTARDE...,2
AddMsg=HIER ZOUDEN DIE BUITENAARDSEN^|DUS VANDAAN KOMEN...,3
AddMsg=DE AQUÍ ES DE DONDE ESOS BASTARDOS VINIERON...,4
AddMsg=E' DA DOVE ARRIVANO TUTTI QUEI BASTARDI...,5