Tenative Eternity Engine Features

- new things known at this time:

Note:  This list will get MUCH bigger, at least 7 new
       boss characters are in the planning, including
       the Lesser Demon, Minos, Plutus, Phlegyas,
       Cerberus, Minotaurus, and Beelzebub.  Chiron may
       appear as an inert talking character in River of
       Fate as well.
 
       Inert objects such as torches, trees, moss, etc are
       not currently listed here, they are available in the
       custom editor configuration file in the appropriate menus.
       There are a number of these items and they will be useful in
       many different settings

 *** = complete

  Death Imp
     An armored Imp who fires fast projectiles that
     look like the Imp's fireballs from the Pre-Beta
     and uses a weapon melee attack
  Death Imp Fireball
     Fired by the Death Imp -- look like red
     arachnotron plasma, but burst into flames when
     they hit their target
  Succubus
     Seductive female demon, will engage the player at
     some point in the City of Dis level and attempt to
     mesmerize him in a dialogue sequence, but when her
     spell fails on him, she attacks using two missle
     attacks commanding fire and ice respectively, and
     will claw the marine at meleerange.  Number of
     frames is as yet unknown, will use all new sounds.
  Succubus Fire Attack
     The Succubus's tracer-based fire elemental
     attack  
  Succubus Ice Attack
     The Succubus's projectile-based ice elemental
     attack  
  Flame Spectre
     A demon of fire, will be particularily nasty
  Pinhead
     Only in Minos Space Station, uses one frame and
     one sound effect -- basically an inert object that
     makes a sound when he sees you.  
     Says "We have ETERNITY to know your flesh!!!"
  Slop Barrel
     A barrel which bursts and leaks out toxic waste 
     when shot, ala Aliens TC, but with bug fixed.
     About 6 frames, uses dsslop sound.
  Fuel Cell
     Small ammo pick-up for flamethrower
  Fuel Cell Pack
     Large tank ammo pick-up for flamethrower  
  Flamethrower
     A new weapon which is connected to an unseen fuel 
     tank, belches flames which burn the enemy  
  Flamethrower fire
     The flames belched by the flamethrower...  
  Ambient SFX 1 - Wind ***
     Makes wind sounds randomly when player is near  
  Ambient SFX 2 - Water ***
     Player hears gurgling sound when near  
  Ambient SFX 3 - Waterfall ***
     Makes rushing water sound
  Ambient SFX 4 - Dripping ***
     Makes dripping sound, suitable for caves
  Ambient SFX 5 - Laughing ***
     Occasionally makes "ho hah hah" sound
  Swamp Sound Collage ***
     Makes various animal sounds suitable for wetland-type
     environments
  Forest Sound Collage ***
     Various animal sounds suitable for forest-type environments
  Scientist (inert talking character)
     Talks to player in MAP01 to set up story.  A
     wizened old guy with crazy hair in a white lab coat.
  Dying Scientist
     Same guy as before, but with a visceral wound.
     Talks to you in MAP08 then dies.
  Lesser Demon
     Boss of MAP07, top of Tower of Babel.  Will attack with a spit
     attack that causes flames to leap up, and will fire an energy
     projectile.  Guarded by inert Cyberdemons holding menacing battleaxes.
  Minotaurus ***
     Boss of MAP28, Desert of Rage (seventh circle of hell)
     Maulotaur ala Heretic, but much faster and meaner -- to be used only in 
     maps after MAP28, and with descretion, very strong enemy (8000 hp).  
     He uses fireball arrays, a floor fire attack, a charge attack, and a melee
     hammer squash which lowers the player's view momentarily

- New Weapons

  Flamethrower
    belches flames that may or may not leave burning
    fire on the target (this would be cool, sort of a
    napalm effect)  
  Ankh of Demon's Bane
    Highly tenative weapon, spawns a huge spinning
    cross which uses a tracer effect to obliterate
    enemies with a very strong hit  
  Crossbow
    An ethereal crossbow, not unlike Heretic's  
  Evil Sceptre  
    A magic-shooting wand based on the Pre-Beta
    Evil Sceptre item, a staff with a red skull on top
  
- Power-up Items

  Iron Shield
    An old metal battle shield.  +30 armor
  Warrior Shield
    An iron warrior's shield.  +50 armor  
  Dragon Helmet  
    tenative effects
  
- General Features

  TerrainTypes ***
     Allows for splashes in water sectors, frying in lava, etc.
     Globally defined effects based on use of certain flats in
     sectors.  Effect is automatic, no special tags or settings
     required.

  MAPINFO lump ***
     Handles assignment on level basis of lightning effect, music,
     sky texture, and global colormap -- ASCII text script
     syntax:
     
     ; this is a comment
     
     map XX               ; begins script for map XX
     
     command_name value   ; command_name must be valid among
                          ; fadetable, musicnum, or skytexture
                          ; Value must equate to valid lump, texture
                          ; name, or music number. Any of these
                          ; may follow, in any order, and none
                          ; are required -- defaults will be used
                          ; if keyword not found or map script
                          ; not present in MAPINFO, or MAPINFO
                          ; lump is not found in a loaded WAD
     
     lightning            ; boolean value, sets lightning to on
                          ; if present

  Global Colormaps ***
     Allow a global colormap to be assigned to each level via
     MAPINFO lump, syntax:
        map XX
        fadetable "colormap_name"
     This is suitable for effects like fog and mist, colloid
     weather conditions

  General Music Assignment ***
     Allows any map to use any music coded in executable
     through MAPINFO lump, syntax:
        map XX
        musicnum XX  ; musicnum must be valid number, refer to Quasar

  Global Sky Assignment ***
      Allows any suitable transparent texture to be substituted
      in F_SKY1 flat through MAPINFO lump, must be a valid texture
      in wad and must be "transparent".  Will be flipped horizontally.
      Assigned in MAPINFO lump, syntax:
        map XX
        skytexture texturename

  Lightning
      Enables synchronized lightning flashes and thunder in all F_SKY
      sectors on a per level basis through MAPINFO lump, syntax:
        map XX        
        lightning

  Music Control Linedefs (tenative)
     A set of walk-over linedefs which can start/stop/
     change the music being played in a semi-aesthetic
     manner

  Character Dialogue, dialogue boxes
     Semi-transparent blue box with white border placed
     in lower center of screen over which
     text is written, will need to refresh when the box
     is filled (ie scroll up, or clear) -- dialog will
     be activated when a talking character is approached
     by the player  

  New intermission texts, divisions between mini-episodes  
     The story line needs to develop at points other
     than where it does in DOOM II, so we will need
     to add/remove intermissions, etc.