//***Che note this hack is used for music track name virtualization // that allows changing any tracks without touching ZMAPINFO or recompiling map scripts // In DECORATE, use music = "" to avoid having a map music // and MAKE SURE intermusic is set to "", otherwise it overrides the intermission music // my clever scripts set on map unloading to mimic intermission music! // In map ACS, use VirtualSetMusic("MUSIC_EDAY12_ACTION"); or VirtualSetMusic("*"); // Jan 09,2026 update: "#" has a special meaning of "keep playing whatever was playing, // don't change the track". Invaluable for intermission music if you want no music change // on intermission. For special music that plays once then switches to another, // "#" in another means "return to what was playing before". // (in Chebskies 2.0 the relevant functionality is declared in FBD_CORE.acs // while in 1.x everything resides in CHEB_LIB.acs) // If the current music set in the settings is not 0 (the new music), // the mechanism adds "_" to the id string, // specifically "_1" for the old music // Assign it "@" to use the music from the set #0 // You can use an empty string "" for silence, it is considered a valid track name. // Switching to it stops music. //***Che The volume controls I tried adding actually did nothing >_< // The ACS function they call has no effect in both Zandronum and GZDoom :I // Removing the code from my next patch and commenting out all "_VOLUME" strings :( [default] // This is the third option in the menu, can be overridden by music extensions // (as I am planning with a joke music set of soviet boyscout songs) // Note that Zandronum currently doesn't support list localization, displays raw ID strings // A VERY important note from Beast: Since several tracks in this are transitions from one song to the music, I do not recommend replacing them or the tracks preceeding or following them because it just makes them awkward. MUSIC_SET_NUMBER_2 = "UNUSED"; // Title map MUSIC_TITLEMAP = "MENU"; MUSIC_TITLEMAP_1 = "DTOLL"; INTER_TITLEMAP = ""; INTER_TITLEMAP_1 = ""; CREDIT_MENU = "Classic Doom 3 Theme Song\nby Sonic Clang"; CREDIT_DTOLL = "Taking the Death Toll (Orchestral Cover)\nby The Blake Robinson Synthetic Orchestra"; // Hangar MUSIC_EDAY01 = "EDMU01"; MUSIC_EDAY01_1 = "@"; // the same as the basic set (new music) INTER_EDAY01 = "D_INTER"; INTER_EDAY01_1 = "@"; CREDIT_EDMU01 = "At Doom's Gate (Remake)\nby Andrew Hulshult"; CREDIT_D_INTER = "Intermission from DOOM (Remake)\nby Andrew Hulshult"; // Nukage processing MUSIC_EDAY02 = "EDMU02"; MUSIC_EDAY02_1 = "@"; INTER_EDAY02 = "D_INTER"; INTER_EDAY02_1 = "@"; CREDIT_EDMU02 = "Dark Halls (Remake)\nby Andrew Hulshult"; // Water treatment, a new secret map in 2.0 MUSIC_EDAY45 = "EDMU45"; MUSIC_EDAY45_1 = "@"; //***Che sorry, that was mostly for sentimental value over the era of 1990s. // How about we re-purpose secboss1 for the second half of map 12, // triggered by archviles targeting you? MUSIC_EDAY45_BOSS = "WINROIDS"; //"SECBOSS1"; MUSIC_EDAY45_BOSS_1 = "@"; INTER_EDAY45 = "SECINTER"; // secret map completed, more oomph INTER_EDAY45_1 = "@"; CREDIT_EDMU45 = "Sadistic (Cover)\nby Davester2296"; CREDIT_SECINTER = "Doom Playstation Level Complete Stats (Cover)\nby DeXiaZ Fantom & AquapunK"; CREDIT_WINROIDS = "Winroids by Stephen Baxter (1993)\nremixed by ChebMaster"; // https://www.myabandonware.com/game/winroids-ezg //***Che: besides the sentimental value, this music being *radically* different // is fitting for a monster that is radically different from regular doom monsters // (imagine a first time player encountering this mofo -- I can attest // the marines at map 06's end beat stuffing out of me on my firts HoESP playthrough // because they were so very very different -- and those were the unupgraded originals // that feel like dead fishes to me now! // This one is a) upgraded with dodge-rollimg, b) has ~400 health, c) has a plasma gun and isn't afraid of using it! // Communications center MUSIC_EDAY03 = "EDMU03"; MUSIC_EDAY03_1 = "OLDMU03"; INTER_EDAY03 = "D_INTER"; INTER_EDAY03_1 = "@"; CREDIT_EDMU03 = "untitled (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU03 = "Mystery Meat\nby Nousentre"; // Life support facility MUSIC_EDAY04 = "EDMU04"; MUSIC_EDAY04_1 = "OLDMU04" INTER_EDAY04 = "D_INTER"; INTER_EDAY04_1 = "@"; CREDIT_EDMU04 = "The Demons from Adrian's Pen (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU04 = "Fuel My Game\nby Sonic Mayhem"; // Notes from Beast: This track was used as the old boss theme for the Andarivile in "Mock Town," now brought back here since it was this level's original track. Also, you can apparently get a copyright claim if you have this song in the background in anywhere besides Quake III Arena. // Marine HQ MUSIC_EDAY05 = "EDMU05"; MUSIC_EDAY05_1 = "OLDMU05"; INTER_EDAY05 = "D_INTER"; INTER_EDAY05_1 = "@"; CREDIT_EDMU05 = "Hiding the Secrets (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU05 = "Intro\nby Frontline Assembly"; // Notes from Beast: Both this and OLDMU09 now have their intro and loop versions mixed, with said loops resetting at particular sample points. // Nuclear power plant MUSIC_EDAY061 = "EDMU061"; MUSIC_EDAY061_1 = "OLDMU061"; INTER_EDAY061 = "D_INTER"; INTER_EDAY061_1 = "@"; CREDIT_EDMU061 = "The Imp's Song (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU061 = "Descent into Cerberon\nby Sonic Mayhem"; // Mutagenic waste tunnels, a new secret map in 2.x MUSIC_EDAY44 = "EDMU44A"; MUSIC_EDAY44_1 = "@"; MUSIC_EDAY44_PINKIES = "EDMU44B"; MUSIC_EDAY44_PINKIES_1 = "@"; MUSIC_EDAY44_BOSS = "SECBOSS2"; MUSIC_EDAY44_BOSS_1 = "@"; INTER_EDAY44 = "SECINTER"; // secret map completed, more oomph INTER_EDAY44_1 = "@"; CREDIT_EDMU44A = "The Broken Ones (Cover)\nby Davester2296"; CREDIT_EDMU44B = "I Sawed the Demons (Remake)\nby Andrew Hulshult"; // Notes from Beast: "I Sawed the Demons" was used for the map this one is a remake of, which is an Xbox Ultimate Doom-exclusive map called "Sewers," so it makes sense to use this one here. //***Che awesome pumped up music but does not fit the exploration phase -- made it play when the 96 pinkies are unleashed // Notes from Beast: Good point. I did have a backup track in mind, just in case, which is now in here. CREDIT_SECBOSS2 = "Hellcome (V2)\nby Neurological"; // Notes from Beast: Formally the Icon of Sin's theme in his second stage, but he called me saying that he wants it back. // Brothers in arms no more, the boss arena cut by ChebMaster from the original map 06 MUSIC_EDAY062 = "DTOLL"; MUSIC_EDAY062_1 = "@"; INTER_EDAY062 = "D_INTER"; INTER_EDAY062_1 = "@"; // Staging area MUSIC_EDAY07 = "EDMU07"; MUSIC_EDAY07_1 = "OLDMU07"; INTER_EDAY07 = "D_INTER"; INTER_EDAY07_1 = "@"; CREDIT_EDMU07 = "Deep Into the Code (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU07 = "Gravity Well\nby Sonic Mayhem"; // Lab complex entrance MUSIC_EDAY08 = "EDMU08"; MUSIC_EDAY08_1 = "OLDMU08"; INTER_EDAY08 = "D_INTER"; INTER_EDAY08_1 = "@"; CREDIT_EDMU08 = "Bye Bye American Pie (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU08 = "Complex 13\nby Sonic Mayhem"; // Bio labs MUSIC_EDAY09 = "EDMU09"; MUSIC_EDAY09_1 = "OLDMU09"; INTER_EDAY09 = "D_INTER"; INTER_EDAY09_1 = "@"; CREDIT_EDMU09 = "Suspense (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU09 = "Tier\nby Frontline Assembly"; // Portal testing labs MUSIC_EDAY10 = "EDMU10"; MUSIC_EDAY10_1 = "OLDMU10"; INTER_EDAY10 = "CHAPTEND"; // Mars chapter end, needs more oomph INTER_EDAY10_1 = "@"; CREDIT_EDMU10 = "Running from Evil (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU10 = "Rage\nby Sonic Mayhem"; CREDIT_CHAPTEND = "Doom 64 Stats Screen (Cover)\nby Davester2296"; // The air base MUSIC_EDAY11 = "EDMU11"; MUSIC_EDAY11_1 = "@"; INTER_EDAY11 = "D_DM2INT"; INTER_EDAY11_1 = "@"; CREDIT_EDMU11 = "Digital Distress\nby Sonic Mayhem"; CREDIT_D_DM2INT = "Intermission from DOOM II (Remake)\nby Andrew Hulshult"; // Quiet, too quiet (renamed by ChebMaster, was "Return to Earth", which was untrue as you return in map 11) MUSIC_EDAY12 = "EDMU12"; MUSIC_EDAY12_1 = "@"; MUSIC_EDAY12_HORDES = "SECBOSS1"; // 2.x only, triggered by one of the archviles targeting player and stays till the map end MUSIC_EDAY12_HORDES_1 = "@"; INTER_EDAY12 = "D_DM2INT"; INTER_EDAY12_1 = "@"; CREDIT_EDMU12 = "Unquenchable Anger (Ambient Version)\nby Andrew Hulshult"; CREDIT_SECBOSS1 = "Detonation (Cover)\nby Davester2296"; // Dead cargo MUSIC_EDAY13 = "EDMU13"; MUSIC_EDAY13_1 = "OLDMU13"; INTER_EDAY13 = "D_DM2INT"; INTER_EDAY13_1 = "@"; CREDIT_EDMU13 = "Into Sandy's City (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU13 = "Into Sandy's City (Cover)\nby Davester2296"; // Mock town, a new secret map in 2.x required for the golden ending MUSIC_EDAY46 = "EDMU46A"; MUSIC_EDAY46_1 = "@"; MUSIC_EDAY46_BOSS = "SECBOSS3"; MUSIC_EDAY46_BOSS_1 = "@"; MUSIC_EDAY46_VICTORY = "QUESTCM1"; //Duration in game tics: multiply duration in seconds by 35 then round to integer. //The parser is *dumb*, stops at the first non-numeric character. MUSIC_EDAY46_VICTORY_D = "187"; MUSIC_EDAY46_VICTORY_1 = "@"; MUSIC_EDAY46_VICTORY_D_1 = "@"; MUSIC_EDAY46_CALM = "EDMU46B"; MUSIC_EDAY46_CALM_1 = "@"; INTER_EDAY46 = "SECINTER"; INTER_EDAY46_1 = "@"; CREDIT_EDMU46A = "tone_low_3\nfrom DUSK"; CREDIT_SECBOSS3 = "Burn in Hell\nby Andrew Hulshult"; CREDIT_QUESTCM1 = ""; // Notes from Beast: Transitions "Burn in Hell" to "Charred." CREDIT_EDMU46B = "Charred\nby Andrew Hulshult"; // Better than a chainsaw! (interlude map new in 2.x, the train cutscene) MUSIC_EDAY13I = "EDMU13I"; MUSIC_EDAY13I_1 = "@"; INTER_EDAY13I = ""; // it should, when I implement that, switch to the next map without any intermission INTER_EDAY13I_1 = ""; CREDIT_EDMU13I = "(?)\nby Unknown"; // Industrial district MUSIC_EDAY14 = "EDMU14"; MUSIC_EDAY14_1 = "@"; INTER_EDAY14 = "D_DM2INT"; INTER_EDAY14_1 = "@"; CREDIT_EDMU14 = "Shawn's Got the Shotgun (Remake)\nby Andrew Hulshult"; // Roadblocks MUSIC_EDAY15 = "EDMU15"; MUSIC_EDAY15_1 = "@"; INTER_EDAY15 = "D_DM2INT"; INTER_EDAY15_1 = "@"; CREDIT_EDMU15 = "Pressure Point\nby Sonic Mayhem"; // Unskippable cutscene, an interlude map new in 2.x -- this ChebMaster just sawed the annoying unskimpable cutscene from the start of map 16 MUSIC_EDAY15I = "EDMU15I"; MUSIC_EDAY15I_1 = "@"; INTER_EDAY15I = ""; INTER_EDAY15I_1 = ""; CREDIT_EDMU15I = "(?)\nby Unknown"; // Warzone MUSIC_EDAY16 = "EDMU16"; MUSIC_EDAY16_1 = "@"; INTER_EDAY16 = "D_DM2INT"; INTER_EDAY16_1 = "@"; CREDIT_EDMU16 = "Pressure Point... Huh, Again?\nby Sonic Mayhem"; // Twisted neighborhood MUSIC_EDAY17 = "EDMU17"; MUSIC_EDAY17_1 = "OLDMU17"; INTER_EDAY17 = "D_DM2INT"; INTER_EDAY17_1 = "@"; CREDIT_EDMU17 = "In the Dark (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU17 = "Infernal Falls\nby Neurological"; // Dead streets MUSIC_EDAY18 = "EDMU18"; MUSIC_EDAY18_1 = "@"; // you find the secret giant robot and ride it! MUSIC_EDAY18_MECH_FIND = "MECHFIND"; //NOTE: also used in map 30 - which uses the id of "MUSIC_EDAY18_MECH_FIND", there is no separate id! //NOTE: this track is played for 29 seconds regardless its actual length, // after which music begin switching dynamically to either "MUSIC_EDAY18" // or "MUSIC_EDAY18_MECH_STOMP" depending if there is at least one player riding a mech on the server MUSIC_EDAY18_MECH_FIND_1 = "@"; MUSIC_EDAY18_MECH_STOMP = "THEMECHA"; //NOTE: also used in map 30 MUSIC_EDAY18_MECH_STOMP_1 = "OLDMU04"; INTER_EDAY18 = "D_DM2INT"; INTER_EDAY18_1 = "@"; CREDIT_EDMU18 = "The Demon's Dead (Remake)\nby Andrew Hulshult"; CREDIT_MECHFIND = "Battle Won\nby Bill Brown"; //***Che this tickles my memory - wasn't this used in Quake III on victory condition? (You won the match on top of the list or your team won in Capture the flag...? It was so long LONG ago that I played actual Quake III (played a lot of OpenArena a decade later but that uses completely different GPL'd assets) CREDIT_THEMECHA = "Mechanical Destroyer\nby Neurological"; // Notes from Beast: This track was fucking LOUD, and I had to turn its volume down at least a bit in Audacity because of that. // Movie night out (renamed by ChebMaster, was "Hollywood holocaust") MUSIC_EDAY40 = "EDMU40"; MUSIC_EDAY40_1 = "@"; INTER_EDAY40 = "SECINTER"; INTER_EDAY40_1 = "@"; CREDIT_EDMU40 = "Stalker (Metal Guitar Cover)\nby anonymous4132"; // Club Doom MUSIC_PSXM59 = "CLUBSTAT"; MUSIC_PSXM59_1 = "@"; MUSIC_PSXM59_CLUBINT = "CLUBINT"; // please note this plays once before switching to the loop, its duration is hardcoded in map scripts MUSIC_PSXM59_CLUBINT_1 = "@"; MUSIC_PSXM59_CLUBLOOP = "CLUBLOP"; MUSIC_PSXM59_CLUBLOOP_1 = "@"; INTER_PSXM59 = "SECINTER"; INTER_PSXM59_1 = "@"; CREDIT_CLUBSTAT = "Guts (Calm Version)\nby Heaven Pierce Her"; CREDIT_CLUBINT = "Club Doom\nby Danny Lewis (Technoman)"; CREDIT_CLUBLOP = "" ; // Red light district MUSIC_EDAY41 = "EDMU41"; MUSIC_EDAY41_1 = "@"; INTER_EDAY41 = "SECINTER"; INTER_EDAY41_1 = "@"; CREDIT_EDMU41 = "Stalker 2\nby Mark 'madfiddler' Knight"; // Wolfenstein, a super secret map required for the golden ending. In 2.x it has an alternate entrance from map 29! MUSIC_EDAY42 = "EDMU42A"; MUSIC_EDAY42_1 = "OLDMU42A"; // boss and victory are 2.x only, no effect in 1.x because there is no final boss MUSIC_EDAY42_BOSS = "SECBOSS4"; //MUSIC_EDAY42_BOSS_VOLUME = "170"; // did not work MUSIC_EDAY42_BOSS_1 = "@"; // no old version since the boss and his music swap are 2.x addition //MUSIC_EDAY42_BOSS_VOLUME_1 = "@"; MUSIC_EDAY42_VICTORY = "QUESTCM2"; //Duration in game tics: multiply duration in seconds by 35 then round to integer. //The parser is *dumb*, stops at the first non-numeric character. MUSIC_EDAY42_VICTORY_D = "315"; MUSIC_EDAY42_VICTORY_1 = "@"; MUSIC_EDAY42_VICTORY_D_1 = "@"; MUSIC_EDAY42_CALM = "EDMU42B"; MUSIC_EDAY42_CALM_1 = "@"; INTER_EDAY42 = "SECINTER"; INTER_EDAY42_1 = "@"; CREDIT_EDMU42A = "Escaping Castle Wolfenstein, Base Alarm, & Mission Failed\n[incl. c_military] by Bill Brown"; CREDIT_OLDMU42A = "(Scourge of Armagon) Track #07\nby Jeehun Hwang & Rob Patterson"; CREDIT_SECBOSS4 = "Assassination\nby Bill Brown"; CREDIT_QUESTCM2 = "Mission Complete\nby Bill Brown"; CREDIT_EDMU42B = "Mission\nby Bill Brown"; // Final Destination MUSIC_EDAY19 = "EDMU19A"; //***Che let's let people who want the old music have it -- even if it repeats twice. MUSIC_EDAY19_1 = "OLDMU19A"; MUSIC_EDAY19_TIMED = "D_KCYW_A"; //"EDMU19B"; // 2.x only since 1.x did not have music change MUSIC_EDAY19_TIMED_1 = "@"; //"D_TKICYW"; MUSIC_EDAY19_TOOLATE = "TOOLATE"; // the track is used in maps 43 and 32i but those have own IDs MUSIC_EDAY19_TOOLATE_1 = "@"; //Duration in game tics: multiply duration in seconds by 35 then round to integer. //The parser is *dumb*, stops at the first non-numeric character. MUSIC_EDAY19_TOOLATE_D = "264"; MUSIC_EDAY19_TOOLATE_D_1 = "@"; INTER_EDAY19 = "D_DM2INT"; INTER_EDAY19_1 = "@"; CREDIT_EDMU19A = "FOR ATROCITIES TO THRIVE\nby Raifu of Gazes on Failed Suns"; // Notes from Beast: The calm version is used for EDMU19A while EDMU19B uses the combat version. That's why EDMU19B has no credits. CREDIT_OLDMU19A = "Hell's Gate\nby Frontline Assembly"; CREDIT_EDMU19B = ""; //***Che however imperfect, this one conveys "time is ticking" well enough // -- while making the main music louder does not actually bring any sense of urgency //P.S. Making the main theme calmer was a good idea - it was a tad *too* powerful CREDIT_D_TKICYW = "The killer is coming for you\nby Satanen"; // Creative Commons 0 https://freesound.org/people/Satanen/sounds/317385/ // Note that this ChebMaster remixed it a tiny bit by cutting off the silence in the end, so it loops immediately without pause. // Notes from Beast: I think my main issue with this is that the music style doesn't fit, which was honestly the same critque I had with the deathmatch MIDI music being used in it. I'll at least have it as an alternate track. CREDIT_D_KCYW_A = "The killer is coming for you\nby Satanen, remix by ChebMaster"; //***Che but that is the point, rules change suddenly to something unexpected and so music changes to something highly unusual. As with Winroids, with a first time player in mind. // Tried doing horrible things to the original track to make it fit the style better (pitch +55%, Medium Overdrive at Distortion Amount = 30). Seems fitting a bit better now, but I have really cheap headphones and no real understanding, maybe you can find a better transformation. CREDIT_TOOLATE = "Sharp Fear Short\nby Kelly Bailey"; // Notes from Beast: Probably not the best replacement I could find, but it works. //***Che applied a bit of overdrive, works fine IMO. // Downtown assault MUSIC_EDAY20 = "EDMU20"; MUSIC_EDAY20_1 = "@"; INTER_EDAY20 = "D_DM2INT"; INTER_EDAY20_1 = "@"; CREDIT_EDMU20 = "Stealth Frag\nby Sonic Mayhem"; // Dissolving district, a new secret map in 2.x made from the HESP version of map 20 MUSIC_EDAY48 = "EDMU48A"; MUSIC_EDAY48_1 = "@"; MUSIC_EDAY48_BOSS = "SECBOSS5"; MUSIC_EDAY48_BOSS_1 = "@"; // Upd: defeating the boss is easy. Dealing with the sky-blotting cloud of caclets // he fires en masse while alive and vomits on death... // While solving hard jumping puzzles. MUSIC_EDAY48_TRANSITION = "EDMU48T"; //Duration in game tics: multiply duration in seconds by 35 then round to integer. //The parser is *dumb*, stops at the first non-numeric character. MUSIC_EDAY48_TRANSITION_D = "280"; // 8.0s MUSIC_EDAY48_TRANSITION_1 = "@"; MUSIC_EDAY48_TRANSITION_D_1 = "@"; MUSIC_EDAY48_VICTORY = "EDMU48B"; MUSIC_EDAY48_VICTORY_1 = "@"; INTER_EDAY48 = "SECINTER"; INTER_EDAY48_1 = "@"; CREDIT_EDMU48A = "(DUSK) E1M7 Unused Ambient Track\nby Andrew Hulshult"; CREDIT_SECBOSS5 = "Murder Machine Inc\nby Andrew Hulshult"; CREDIT_EDMU48B = "Plusfort (Cover)\nby Davester2296"; // Notes from Beast: Now features a transition at the start of the track. CREDIT_EDMU48T = ""; //***Che likewise, cut the transition off into a separate track // The eye of the storm MUSIC_EDAY21 = "EDMU21"; MUSIC_EDAY21_1 = "@"; // because screw the old one, it was a dumb repeat of previous map's music MUSIC_EDAY21_BOSS = "BOSS1"; MUSIC_EDAY21_BOSS_1 = "OLDBOSS1"; // no victory misic because killing the boss ends the map INTER_EDAY21 = "CHAPTEND"; // chapter end, yo! INTER_EDAY21_1 = "@"; CREDIT_EDMU21 = "(DUSK) E2M8 Ambient Track\nby Andrew Hulshult"; CREDIT_BOSS1 = "Hand Cannon\nby Andrew Hulshult"; CREDIT_OLDBOSS1 = "Mountain of Souls (Instrumental)\nby Becoming The Archetype"; // The counter-offensive (the first map of the Hell chapter) MUSIC_EDAY22 = "EDMU22"; MUSIC_EDAY22_1 = "@"; MUSIC_EDAY22_HELI = "SPINBLAD"; // the music switches between this and map default as you embark or disembark the attack helicopter MUSIC_EDAY22_HELI_1 = "VALKYRIE"; //MUSIC_EDAY22_HELI_VOLUME_1 = "200"; // did not work INTER_EDAY22 = "N64INTER"; INTER_EDAY22_1 = "@"; CREDIT_EDMU22 = "Crawl by Brian Luzietti,\nMixed by Charles Deenen"; CREDIT_SPINBLAD = "On The Edge (Cover)\nby Davester2296"; CREDIT_VALKYRIE = "Ride of the Valkyries\nby Richard Wagner"; CREDIT_N64INTER = "Between Hell And Earth\nby Neurological"; // The tower MUSIC_EDAY23 = "EDMU23"; MUSIC_EDAY23_1 = "@"; INTER_EDAY23 = "N64INTER"; INTER_EDAY23_1 = "@"; CREDIT_EDMU23 = "Nobody Told Me About id (Remake)\nby Andrew Hulshult"; // Hell's backdoor (it was a mainline map once, right between today's 23 and 24) MUSIC_EDAY47 = "EDMU47"; MUSIC_EDAY47_1 = "@"; INTER_EDAY47 = "SECINTER"; INTER_EDAY47_1 = "@"; CREDIT_EDMU47 = "Voices in the Blood (Dark Citadel) (Extended)\nby Aubrey Hodges"; // Vile playground (a modified half of HESP map 28) MUSIC_EDAY241 = "EDMU241A"; MUSIC_EDAY241_1 = "@"; MUSIC_EDAY241_ARENA = "EDMU241B"; // renamed EDMU04 MUSIC_EDAY241_ARENA_1 = "@"; MUSIC_EDAY241_TRANSITION = "EDMU241T"; //***Che the transition as a separate track //Duration in game tics: multiply duration in seconds by 35 then round to integer. //The parser is *dumb*, stops at the first non-numeric character. MUSIC_EDAY241_TRANSITION_D = "70"; // 2.0 seconds MUSIC_EDAY241_TRANSITION_1 = "@"; MUSIC_EDAY241_TRANSITION_D_1 = "@"; MUSIC_EDAY241_VICTORY = "EDMU241C"; MUSIC_EDAY241_VICTORY_1 = "@"; INTER_EDAY241 = "N64INTER"; INTER_EDAY241_1 = "@"; CREDIT_EDMU241A = "(DUSK) E2M4 Ambient Intro Track #2\nby Andrew Hulshult"; CREDIT_EDMU241B = "Heart of the Thresher & Run (with Guitars)\nby Andrew Hulshult"; CREDIT_EDMU241C = "Anesthetized\nby by Andrew Hulshult"; // Notes from Beast: Includes a transition from "Heart of the Thresher & Run (with Guitars)" to this track. //***Che: moved that transition into a separate track to prevent it repeating when the victory track repeats. // Also reverting EDMU241C back to the primordial version since re-editing lossy formats is not a good practice // (or, you use the highest quality settings and bloat grows uncontrollably) CREDIT_EDMU241T = ""; // Into the dark jungle (was called "Blood swamp" in HESP) MUSIC_EDAY242 = "EDMU242"; MUSIC_EDAY242_1 = "OLDMU242"; INTER_EDAY242 = "N64INTER"; INTER_EDAY242_1 = "@"; CREDIT_EDMU242 = "Dark Swamp Theme - 1 & 2\nby Speedenza, Remixed by ChebMaster"; // https://freesound.org/people/Speedenza/sounds/207841/ Attribution NonCommercial 4.0 CREDIT_OLDMU242 = "Focus\nby Nine Inch Nails"; // Stronghold MUSIC_EDAY25 = "EDMU25"; MUSIC_EDAY25_1 = "OLDMU25"; INTER_EDAY25 = "N64INTER"; INTER_EDAY25_1 = "@"; CREDIT_EDMU25 = "(DUSK) E2M9 Ambient Track\nby Andrew Hulshult"; CREDIT_OLDMU25 = "Damnation\nby Nine Inch Nails"; // House of the hell nobles MUSIC_EDAY26 = "EDMU26"; MUSIC_EDAY26_1 = "@"; // no, screw this. The new one fits is overwhelmingly better. "OLDMU25"; INTER_EDAY26 = "N64INTER"; INTER_EDAY26_1 = "@"; CREDIT_EDMU26 = "Message for the Archvile (Remake)\nby Andrew Hulshult"; // interactive interlude map MUSIC_EDAY26I = "EDMU26I"; MUSIC_EDAY26I_1 = "@"; INTER_EDAY26I = ""; // should skip the intermission screen INTER_EDAY26I_1 = ""; CREDIT_EDMU26I = "tone_low_2\nfrom DUSK"; // 2.x only Necropolis MUSIC_EDAY271 = "EDMU271A"; MUSIC_EDAY271_1 = "@"; MUSIC_EDAY271_TOMB = "EDMU271B"; // Tal rasha's tomb entrance before Duriel steps on you. MUSIC_EDAY271_TOMB_1 = "@"; MUSIC_EDAY271_BOSS = "BOSS2"; MUSIC_EDAY271_BOSS_ = "@"; INTER_EDAY27 = "N64INTER"; INTER_EDAY27_1 = "@"; CREDIT_EDMU271A = "Embrace the Darkness\nby Andrew Hulshult"; // Notes from Beast: Once merged together with "Memory Supression" in the 1.x soundtrack, 2.x now uses "Embrace the Darkness" for Necropolis, and the aforementioned track in "The Crypts" respectively. CREDIT_EDMU271B = "tone_low_1 + crypt_2\nfrom DUSK"; // Notes from Beast: "crypt_2" had its speed and pitch changed here, and "tone_low_1" serves as an overlay here. CREDIT_BOSS2 = "Departure to Destruction\nby Andrew Hulshult"; // 2.x only The crypts MUSIC_EDAY272 = "EDMU272A"; MUSIC_EDAY272_1 = "@"; MUSIC_EDAY272_ARENA = "EDMU272B"; // the red key welcome committee MUSIC_EDAY272_ARENA_1 = "@"; MUSIC_EDAY272_BEHOLD_THE_GATES = "EDMU272C"; // emerges from the caves to see the towering city MUSIC_EDAY272_BEHOLD_THE_GATES_1 = "@"; MUSIC_EDAY272_BOSS = "EDMU272D"; // the pack of randomized minibosses in the city gates MUSIC_EDAY272_BOSS_1 = "@"; MUSIC_EDAY272_CALM = "EDMU272E"; // all minibossses ded MUSIC_EDAY272_CALM_1 = "@"; INTER_EDAY272 = "N64INTER"; INTER_EDAY272_1 = "@"; CREDIT_EDMU272A = "Memory Supression\nby Andrew Hulshult"; CREDIT_EDMU272B = "Crypted Chaos\nby Andrew Hulshult"; CREDIT_EDMU272C = "Crypted Chaos\nby Andrew Hulshult"; // Notes from Beast: All four of these are a part of the same song. That's why EDMU272D and E are uncredited. Only EDMU272C is named, considering EDMU272B swaps back to EDMU272A after the encounter. CREDIT_EDMU272D = ""; CREDIT_EDMU272E = ""; // The city of Dis MUSIC_EDAY28 = "EDMU28"; MUSIC_EDAY28_1 = "OLDMU28"; INTER_EDAY28 = "N64INTER"; INTER_EDAY28_1 = "@"; CREDIT_EDMU28 = "The Hall of Souls (Metal Cover)\nby CassiniProjekt"; CREDIT_OLDMU28 = "The Hall of Souls\nby Nine Inch Nails"; // Impious cathedral MUSIC_EDAY29 = "EDMU29A"; MUSIC_EDAY29_1 = "OLDMU29A"; // Notes from Beast: This doesn't really fit as a mercy track when you know what the lyrics translate to in Blood's Cultist language, so I'll just put it as the first one, instead. MUSIC_EDAY29_WHAM_1 = "@"; // screw the old one, this new one fits so much better MUSIC_EDAY29_MERCY = "EDMU29C"; MUSIC_EDAY29_MERCY_1 = "@"; INTER_EDAY29 = "N64INTER"; INTER_EDAY29_1 = "@"; CREDIT_EDMU29A = "Beautiful Blasphemy\nby Andrew Hulshult"; CREDIT_OLDMU29A = "Pestis Cruento\nby Daniel Bernstein"; CREDIT_EDMU29B = "(DUSK) E3M1 Ambient Track #2\nby Andrew Hulshult"; CREDIT_EDMU29C = "Beautiful Blasphemy (with Drums)\nby Andrew Hulshult"; // Sacrificial grounds MUSIC_EDAY30 = "EDMU30"; MUSIC_EDAY30_1 = "OLDMU30"; INTER_EDAY30 = "N64INTER"; INTER_EDAY30_1 = "@"; CREDIT_EDMU30 = "Getting Too Tense (Remake)\nby Andrew Hulshult"; CREDIT_OLDMU30 = "It is Raped\nby Nine Inch Nails"; // Notes from Beast: Wild-ass name, I know. // Hell doesn't play fair, a new secret map in 2.x MUSIC_EDAY43 = "EDMU43A"; // the first full HoESP map with additions MUSIC_EDAY43_1 = "@"; // this map's length is a crime against humanity MUSIC_EDAY43_PART2 = "EDMU43B"; //"EDMU43B"; // switches to this when you pass thru the yellow door (formally, the first random-generated fragment but map is too non-linear before you hit part 3) MUSIC_EDAY43_PART2_1 = "@"; MUSIC_EDAY43_PART3 = "EDMU43C"; // the second full HoESP map blood falls. Triggers when a player crosses the dropoff into this part. //***Che this is EDMU43B restored from the previous version MUSIC_EDAY43_PART3_1 = "@"; MUSIC_EDAY43_PART3B = "EDMU43R"; // triggers when one specific baron in the huge crowd of barons aggroes at a player //***Che this is EDMU43C from the wad compiled by Beast MUSIC_EDAY43_PART3B_1 = "@"; MUSIC_EDAY43_PART4 = "EDMU43D"; // the second auto-generated fragment MUSIC_EDAY43_PART4_1 = "@"; MUSIC_EDAY43_PART4B = "#"; // triggers when you enter a bit deeper into the dark cave MUSIC_EDAY43_PART4B_1 = "@"; MUSIC_EDAY43_PART5 = "EDMU43E"; //***Che: that cave is supposed to feel eerie, with music creating ambience in-between fights, when you explore it, tense, unsure if you cleared it or another horde of tyrants and archviles is waiting beyond the next corner. //***Che: Oh, OOOOHHH!!! This synergies so good with the whispery crackling from the magma crystals! :D :D :D //"EDMU43E"; // the second auto-generated fragment, caves of impossible difficulty MUSIC_EDAY43_PART5_1 = "@"; // the track is used in maps 19 and 32i but those have own IDs MUSIC_EDAY43_OOPS = "TOOLATE"; // you press the switch marked "exit" that actually unleashes the bosses. // The track that follows this is silence "". MUSIC_EDAY43_OOPS_1 = "@"; //Duration in game tics: multiply duration in seconds by 35 then round to integer. //The parser is *dumb*, stops at the first non-numeric character. MUSIC_EDAY43_OOPS_D = "264"; //***Che I do NOT recommend setting this one above 10 seconds (350): // the hard-coded silence that follows it can otherwise override the boss music // - so just use a short enough oops piece. MUSIC_EDAY43_OOPS_D_1 = "@"; MUSIC_EDAY43_BOSS = "SECBOSS6"; //***Che Triggers when either boss targets you (they are not ambushers, they wake if you shoot while the doors are opening). But not earlier than 11 seconds after you press the switch. MUSIC_EDAY43_BOSS_1 = "@"; MUSIC_EDAY43_TRANSITION = "D_STUB_T"; MUSIC_EDAY43_TRANSITION_D = "280"; MUSIC_EDAY43_TRANSITION_1 = "@"; MUSIC_EDAY43_TRANSITION_D_1 = "@"; MUSIC_EDAY43_VICTORY = "EDMU43A"; // extension for the future: replace this with actual track INTER_EDAY43 = "SECINTER"; INTER_EDAY43_1 = "@"; CREDIT_EDMU43A = "Retribution Dawns (Cathedral Choir Version)\nby DeXiaZ Fantom"; // Notes from Beast: The original track is from the musical score for PlayStation Doom by Aubrey Hodges. Also, funny God Machine reference. CREDIT_EDMU43B = "Phobia\nby Neurological"; CREDIT_EDMU43C = "The Beginning\nby Andrew Hulshult"; // Notes from Beast: Pretty much the same deal as EDAY272 in terms of the music from EDMU43B to EDMU43E being of the same song, so only one of these needs to be credited. CREDIT_EDMU43D = ""; CREDIT_EDMU43E = ""; CREDIT_SECBOSS6 = "Beneath the Altar\nby Andrew Hulshult"; CREDIT_D_STUB_T = "A STUB!\nReplace this with an actual transition piece."; // Peak of the gods MUSIC_EDAY311 = "EDMU311"; //MUSIC_EDAY311_VOLUME = "40"; // percent. //***Che: too loud for an ambient track! // had to implement volume controls >_< // Notes from Beast: Respectfully, since when was this supposed to be an ambient track? I know I mentioned THEMECHA's track being too loud, but that was because it was much louder than any other track used in the level. Besides, this is actually LESS louder than 1.x version of the track, lol. //***Che *sigh* And I had added a ton of subtle lava gurgling sounds to this map, too :(... MUSIC_EDAY311_1 = "OLDMU311"; INTER_EDAY311 = "N64INTER"; INTER_EDAY311_1 = "@"; CREDIT_EDMU311 = "Tenebre Rosso Sangue\nby KEYGEN CHURCH"; // Notes from Beast: Brought it back to Peak of the Gods because it matches the sheer intensity of the track it replaces too well for it to be moved in 2.x, especially with how dangerous this level is. It was used in of, if not the most, difficult gauntlets in ULTRAKILL, after all. CREDIT_OLDMU311 = "Damnation\nby Mick Gordon"; // Notes from Beast: Replaced CapitalCorn's game-rip with the official soundtrack version, instead. // Temple of the beast MUSIC_EDAY312 = "EDMU312A"; MUSIC_EDAY312_1 = "@"; MUSIC_EDAY312_BOSS = "BOSS3"; // renamed EDMU01 MUSIC_EDAY312_BOSS_1 = "@"; MUSIC_EDAY312_VICTORY = "EDMU312B"; // the mood provokes the player into hopping into the portal thus skipping the BFG secret MUSIC_EDAY312_VICTORY_1 = "@" INTER_EDAY312 = "N64INTER"; INTER_EDAY312_1 = "@"; CREDIT_EDMU312A = "Flesh Ambience\nby Heaven Pierce Her"; CREDIT_BOSS3 = "Keepers of the Gate\nby Andrew Hulshult"; CREDIT_EDMU312B = "Doom 64 Main Theme (Remake)\nby Andrew Hulshult"; // Notes from Beast: Includes a transition from "Keepers of the Gate" to this track, followed a loop of silence. // Cocytus maginot line, a brand new map in 2.x made entirely by ChebMaster. MUSIC_EDAY313 = "EDMU313A"; MUSIC_EDAY313_1 = "@"; MUSIC_EDAY313_ACTIVE = "EDMU313B"; // you start the waves by either challenging a boss or attacking the glacier MUSIC_EDAY313_ACTIVE_1 = "@"; MUSIC_EDAY313_GANGBANG = "BOSSESDP"; // if you manage killing the glacier first without beating the bosses, all four bosses will dogpile you and all waves arrive immediately while oops, the exit hole is stilll blocked. Ergo, gang bang. MUSIC_EDAY313_GANGBANG_1 = "@"; MUSIC_EDAY313_VICTORY = "EDMU313C"; MUSIC_EDAY313_VICTORY_1 = "@"; INTER_EDAY313 = "N64INTER"; INTER_EDAY313_1 = "@"; CREDIT_EDMU313A = "These Frozen Faces (Old Version)\nby Duv"; // Notes from Beast: https://youtu.be/xyhkn03RN9o CREDIT_EDMU313B = "Nowhere\nby Andrew Hulshult"; CREDIT_BOSSESDP = "Keepers of the Gate\nby Andrew Hulshult"; CREDIT_EDMU313C = "This is Your Life\nby Andrew Hulshult"; // Notes from Beast: Includes a transition from "Nowhere" to this track. // Traitor's prison MUSIC_EDAY32 = "EDMU32A"; MUSIC_EDAY32_1 = "@"; MUSIC_EDAY32_BOSS = "FINBOSS1"; MUSIC_EDAY32_BOSS_1 = "@"; // the following are 2.x only as the boss became multi-stage MUSIC_EDAY32_BETWEEN1AND2 = "EDMU32B"; MUSIC_EDAY32_BETWEEN1AND2_1 = "@"; MUSIC_EDAY32_BOSS2 = "FINBOSS2"; MUSIC_EDAY32_BOSS2_1 = "OLDFNLBT"; MUSIC_EDAY32_BETWEEN2AND3 = ""; // eerie silence, no music MUSIC_EDAY32_BETWEEN2AND3_1 = ""; MUSIC_EDAY32_BOSS3 = "FINBOSS3"; // Discordant, fitting that stage - icon of sin is already dead, he's just too stubborn to admit it. MUSIC_EDAY32_BOSS3_1 = "@"; // this is not used, music just stops //MUSIC_EDAY32_VICTORY = "QUESTCMP"; // renamed EDMU26 //MUSIC_EDAY32_VICTORY_1 = "OLDMU26"; INTER_EDAY32 = "CHAPTEND"; // a clone INTER_EDAY32_1 = "@"; // a clone CREDIT_EDMU32A = "Cocytus\nby Paul Gorman"; CREDIT_FINBOSS1 = "Icon of Sin\nby Neurological"; CREDIT_EDMU32B = "Nargle Talking\nby Andrew Hulshult"; CREDIT_FINBOSS2 = "Opening to Hell (Remake)\nby Andrew Hulshult" // Notes from Beast: Both EDMU32A and B now start when the songs are about to get heavy, with the beginning parts moved to the end, so they may loop seamlessly. CREDIT_OLDFNLBT = "Doom 64 Finale\nby Aubrey Hodges"; CREDIT_EDMU32C = ""; // Notes from Beast: I don't know how to describe this, but I think having this track be eerie silence works better in the following track's favor. //***Che Agreed. Added support for allowing "" as track name for silence. CREDIT_FINBOSS3 = "Mage Under Glass\nby Christopher Larkin"; // Notes from Beast: The third phase honestly reminds me the Soul Master/Tyrant's second phase in Hollow Knight, which is why I used this for it. // NOTE: D_BUNNY is a track name hardcoded in the original EDAY endgame credits used in Chebskies 1.x // There is no way to virtualize that, you have to rename the track you wish to play there to "D_BUNNY". CREDIT_D_BUNNY = "Read Me While Listening to This (Remake)\nby Andrew Hulshult"; // Chebskies 2.x uses an interlude map EDAY32I below MUSIC_EDAY32I = "D_CHOICE"; // the player chooses to continue with the ending or to begin a new game plus. An otherwordly tune for a void space with two portals MUSIC_EDAY32I_1 = "@"; MUSIC_EDAY32I_GOOD_END = "D_BUNNY"; // the good ending, a 3d-ish updated remake of the old scrolling title screen MUSIC_EDAY32I_GOOD_END_1 = "@"; MUSIC_EDAY32I_SCRATCH = "TOOLATE"; // the track is used in maps 19 and 43 but those have own IDs MUSIC_EDAY32I_SCRATCH_1 = "@"; //Duration in game tics: multiply duration in seconds by 35 then round to integer. //The parser is *dumb*, stops at the first non-numeric character. MUSIC_EDAY32I_SCRATCH_D = "264"; MUSIC_EDAY32I_SCRATCH_D_1 = "@"; MUSIC_EDAY32I_BAD_END_1 = "BAD_END1"; // the Andarivile's bad ending, a nuclear holocaust accompanied with a haunting melody named "Herat" - after an Afghan city that got erased by war MUSIC_EDAY32I_BAD_END_1_1 = "@"; MUSIC_EDAY32I_BAD_END_2 = "BAD_END2"; // the Wolfenstein bad ending, accompanied by the part of Shostakovich's Symphony #7 that means "nazi hordes marching" to any Russian ear, instantly recognizable. MUSIC_EDAY32I_BAD_END_2_1 = "@"; MUSIC_EDAY32I_BAD_END_3 = "BAD_END3"; // the worst ending, a discordant plucking of strings as the Earth is plunged into the Warp amidst a global war between nazis and toxic mutants MUSIC_EDAY32I_BAD_END_3_1 = "@"; INTER_EDAY32I = ""; INTER_EDAY32I_1 = ""; CREDIT_D_CHOICE = "Endless Suffer (Cover)\nby Davester2296"; CREDIT_BAD_END1 = "Herat 4.mp3 by ERH,\nRemixed by ChebMaster"; // License: Attribution NonCommercial 4.0 CREDIT_BAD_END2 = "A fragment of 7th Symphony\nby D.Shostakovich\nand State Symphonic Orchestra of the Ministry of Culture of the USSR"; // c CREDIT_BAD_END3 = "Haunted String Orchestra by ecfike,\nRemixed by ChebMaster"; // https://freesound.org/people/ecfike/sounds/165290/ // The stub maps --------------------------------------------------------------- MUSIC_EDAY06 = "KYTNSMMU"; MUSIC_EDAY06_1 = "@"; INTER_EDAY06 = "MUZAK22"; INTER_EDAY06_1 = "@"; CREDIT_KYTNSMMU = "Going Up\nby Lee Jackson"; CREDIT_MUZAK22 = "E4M9 Track\nfrom Blood"; // Notes from Beast: "This music is what I like to think that mass murderers hear in their head all the time." - Civvie 11 //***Che: :D MUSIC_EDAY49 = "KYTNSMMU"; MUSIC_EDAY49_1 = "@"; INTER_EDAY49 = "MUZAK22"; INTER_EDAY49_1 = "@"; MUSIC_EDAY24 = "KYTNSMMU"; MUSIC_EDAY24_1 = "@"; INTER_EDAY24 = "MUZAK22"; INTER_EDAY24_1 = "@"; MUSIC_EDAY31 = "KYTNSMMU"; MUSIC_EDAY31_1 = "@"; INTER_EDAY31 = "MUZAK22"; INTER_EDAY31_1 = "@"; MUSIC_EDAY50 = "KYTNSMMU"; MUSIC_EDAY50_1 = "@"; INTER_EDAY50 = "MUZAK22"; INTER_EDAY50_1 = "@";