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.