#include <..\stringdefines.h>

#define		GRAVITY_VALUE	-20

#define 	AMBIENT_R		32
#define 	AMBIENT_G		32		
#define 	AMBIENT_B		32			

#define 	TIMEBONUS		8

// Each level in your mod should have its own defining block of text as follows:

[level.ldb]
{
	[Properties]
	LevelName = "My Level 1";				// Visible in savegames
	Directory = MyMod;					// load level from this folder
	Level = level.ldb;					// ldb file name
	Gravity = ( 0, GRAVITY_VALUE , 0 );			// Use default (-20m/s^2) gravity
	AmbientColor = ( 10, 10, 20);				// Dark bluish ambient color
	DebrisProjectileCountInLevel = 400;			// 400 shells maximum in the level
	DebrisProjectileCountPerRoom = 50;			// 50 shells maximum per room
	PlayerSkinName = "max_payne"; 				// Start with Max Payne skin
	LoadingScreen = "..\MyMod\mymod1.jpg";			// Default loading image
	EnableAI = FALSE;					// False, since no enemies in the map and no .ai file available
	PlayerStartingPlace = "::StartRoom::Player_Start";	// Player spawned here, must be available in the map or it won't run without developer mode

	Fogging	= true;						// Fog enabled
	WorldSphere = "sunset";					// This map uses the sunset image for its worldsphere
	FogColor = ( 32, 32, 32 );				// Dark gray
	FogStart = 10.0;					// Starts at 10m
	FogEnd = 50.0;						// Fully opaque at 50m

	StartupLevel = false;					// If this is true, resume game isn't available
	ExitLevel = false;					// If this is true, game quits on level exits
	AINodeCastHeight	= 0.0;				// zero uses room bounding box height

	[Difficulty]
	MaximumHealth		= 90%;				// percent of player's maximum health
	MinimumHealth		= 60%;				// percent of player's maximum health
	MinimumDeaths		= 1;				// number of deaths in this level
	MaximumDeaths		= 1;				// number of deaths in this level
	MinimumTime		= 90;				// total level playtime in seconds
	MaximumTime		= 180;				// total level playtime in seconds
	HardcoreHealth		= 300%;				// difficulty scales up if the player has more health
	HardcoreDeaths		= 0;				// difficulty scales up if the player has died less often
	HardcoreTime		= 60;				// difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; 				// initial playtime in seconds
	EnemyTimeBonus		= TIMEBONUS;			// number of additional seconds gained by killing an enemy
}





// This is where the regular game levels get defined:

[startup_level]
{
	[Properties]
	LevelName		= "Startup";
	Directory 		= front_end;
	Level 			= startup_level.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 140, 135, 110 );
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne"; 
	LoadingScreen	= "..\autosave\P0L0.jpg";
	WorldSphere 	= "intro";
	EnableAI		= FALSE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 0, 0, 0 );
	FogStart		= 2000.0; // Level adjusts on the fly
	FogEnd			= 5000.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 300%; // percent of player's maximum health
	MinimumHealth	= 0%; // percent of player's maximum health
	MinimumDeaths	= 0; // number of deaths in this level
	MaximumDeaths	= 100; // number of deaths in this level
	MinimumTime		= 0; // total level playtime in seconds
	MaximumTime		= 3600; // total level playtime in seconds
	HardcoreHealth	= 300%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 0;     // difficulty scales up if the player has died less often
	HardcoreTime	= 0;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// ----------------------------------------------
// Part 0 - This is where actual game levels start
// ----------------------------------------------


// Max Payne's House
[part0_level1]
{
	[Properties]
	LevelName		= LNID_PART1_PROLOGUE;
	Directory 		= part1;
	Level 			= part0_level1.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 30, 20, 10);
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "young_max_payne"; 
	LoadingScreen	= "..\autosave\P0L1.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";

	Fogging	= false;
	WorldSphere 	= "sunset";
	FogColor	= ( 19, 20, 21 );
	FogStart	= -200.0;
	FogEnd		= 500.0;

	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 90%; // percent of player's maximum health
	MinimumHealth	= 60%; // percent of player's maximum health
	MinimumDeaths	= 1; // number of deaths in this level
	MaximumDeaths	= 1; // number of deaths in this level
	MinimumTime		= 90; // total level playtime in seconds
	MaximumTime		= 180; // total level playtime in seconds
	HardcoreHealth	= 300%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 0;     // difficulty scales up if the player has died less often
	HardcoreTime	= 60;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// ----------------------------------------------
// Part 1: Cold Day In Hell
// ----------------------------------------------

// The Subway Station
[part1_level1]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER1;
	Directory 		= part1;
	Level 			= part1_level1.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	PlayerSkinName  = "max_payne"; 
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	LoadingScreen	= "..\autosave\P1L1.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 0, 0, 0);
	FogStart		= 50.0;
	FogEnd			= 150.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 150%; // percent of player's maximum health
	MinimumHealth	= 75%; // percent of player's maximum health
	MinimumDeaths	= 3; // number of deaths in this level
	MaximumDeaths	= 8; // number of deaths in this level
	MinimumTime		= 800; // total level playtime in seconds
	MaximumTime		= 1600; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 1;     // difficulty scales up if the player has died less often
	HardcoreTime	= 550;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Subway Station
[part1_level1b]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER2;
	Directory 		= part1;
	Level 			= part1_level1b.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 48, 48, 48 );
	PlayerSkinName  = "max_payne"; 
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	LoadingScreen	= "..\autosave\P1L1b.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 10, 10, 15);
	FogStart		= 30.0;
	FogEnd			= 80.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 2; // number of deaths in this level
	MaximumDeaths	= 3; // number of deaths in this level
	MinimumTime		= 800; // total level playtime in seconds
	MaximumTime		= 1600; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 1;     // difficulty scales up if the player has died less often
	HardcoreTime	= 500;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Hotel
[part1_level2]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER3;
	Directory 		= part1;
	Level 			= part1_level2.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 30 , 30 , 35 );
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P1L2.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 10, 10, 10 );
	FogStart		= 5.0;
	FogEnd			= 100.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 2; // number of deaths in this level
	MaximumDeaths	= 4; // number of deaths in this level
	MinimumTime		= 840; // total level playtime in seconds
	MaximumTime		= 1680; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 1;     // difficulty scales up if the player has died less often
	HardcoreTime	= 600;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

[part1_level2b]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER4;
	Directory 		= part1;
	Level 			= part1_level2b.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 30 , 30 , 35 );
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P1L2b.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 16, 16, 16 );
	FogStart		= 5.0;
	FogEnd			= 80.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 4; // number of deaths in this level
	MaximumDeaths	= 8; // number of deaths in this level
	MinimumTime		= 900; // total level playtime in seconds
	MaximumTime		= 1800; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 500;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Tenement Buildings
[part1_level3]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER5;
	Directory 		= part1;
	Level 			= part1_level3.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne"; 
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	LoadingScreen	= "..\autosave\P1L3.jpg";
	EnableAI		= TRUE;
	Fogging			= TRUE;
	FogColor		= ( 10, 10, 10 );
	FogStart		= 5.0;
	FogEnd			= 150.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 4; // number of deaths in this level
	MaximumDeaths	= 12; // number of deaths in this level
	MinimumTime		= 800; // total level playtime in seconds
	MaximumTime		= 1600; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 400;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

[part1_level3b]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER6;
	Directory 		= part1;
	Level 			= part1_level3b.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne"; 
	LoadingScreen	= "..\autosave\P1L3b.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 12, 12, 12 );
	FogStart		= 5.0;
	FogEnd			= 130.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 4; // number of deaths in this level
	MaximumDeaths	= 12; // number of deaths in this level
	MinimumTime		= 800; // total level playtime in seconds
	MaximumTime		= 1600; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 550;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 120; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// Rooftops and Alleys Part I
[part1_level4]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER7;
	Directory 		= part1;
	Level 			= part1_level4.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P1L4.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 10, 10, 10 );
	FogStart		= 15.0;
	FogEnd			= 100.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 4; // number of deaths in this level
	MaximumDeaths	= 12; // number of deaths in this level
	MinimumTime		= 900; // total level playtime in seconds
	MaximumTime		= 1800; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 650;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Nightclub - Ragnarock
[part1_level5]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER8;
	Directory 		= part1;
	Level 			= part1_level5.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P1L5.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= FALSE;
	FogColor		= ( 32, 32, 64 );
	FogStart		= 50.0;
	FogEnd			= 100.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 4; // number of deaths in this level
	MaximumDeaths	= 12; // number of deaths in this level  (SPECIAL CASE, DYING IN END COMBO IS OK)
	MinimumTime		= 900; // total level playtime in seconds
	MaximumTime		= 1800; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 650;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Nightclub - Ragnarock - Showdown
[part1_level6]
{
	[Properties]
	LevelName		= LNID_PART1_CHAPTER9;
	Directory 		= part1;
	Level 			= part1_level6.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
//	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P1L5b.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= FALSE;
	FogColor		= ( 32, 32, 64 );
	FogStart		= 50.0;
	FogEnd			= 100.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 10; // number of deaths in this level
	MaximumDeaths	= 20; // number of deaths in this level  (SPECIAL CASE, DYING IN END COMBO IS OK)
	MinimumTime		= 400; // total level playtime in seconds
	MaximumTime		= 800; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 4;     // difficulty scales up if the player has died less often
	HardcoreTime	= 200;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// ----------------------------------------------
// Part 2: The Good, The Bad and the Godfather
// ----------------------------------------------

// Nightmare
[part2_level0]
{
	[Properties]
	LevelName		= LNID_PART2_PROLOGUE;
	Directory 		= part2;
	Level 			= part2_level0.ldb;
	Gravity 		= ( 0, -10 , 0 ); //Half gravity for the jump maze
	AmbientColor 	= ( 10, 10, 10 );
	//WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "young_max_payne"; 
	LoadingScreen	= "..\autosave\P2L0.jpg";
	EnableAI		= FALSE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 64, 24, 24 );
	FogStart		= -40.0;
	FogEnd			= 100.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 300%; // percent of player's maximum health
	MinimumHealth	= 0%; // percent of player's maximum health
	MinimumDeaths	= 0; // number of deaths in this level
	MaximumDeaths	= 100; // number of deaths in this level
	MinimumTime		= 0; // total level playtime in seconds
	MaximumTime		= 3600; // total level playtime in seconds
	HardcoreHealth	= 300%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 0;     // difficulty scales up if the player has died less often
	HardcoreTime	= 0;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 300; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Hotel II - Baseball Bat
[part2_level1]
{
	[Properties]
	LevelName		= LNID_PART2_CHAPTER1;
	Directory 		= part2;
	Level 			= part2_level1.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne"; 
	LoadingScreen	= "..\autosave\P2L1.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= FALSE;
	FogColor		= ( 128, 128, 128 );
	FogStart		= 5.0;
	FogEnd			= 50.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 5; // number of deaths in this level
	MaximumDeaths	= 10; // number of deaths in this level
	MinimumTime		= 600; // total level playtime in seconds
	MaximumTime		= 1200; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 400;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Docks
[part2_level2]
{
	[Properties]
	LevelName		= LNID_PART2_CHAPTER2;
	Directory 		= part2;
	Level 			= part2_level2.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	WorldSphere 	= "docks";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne"; 
	LoadingScreen	= "..\autosave\P2L2.jpg";
	EnableAI		= true;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 22,22,22 );
	FogStart		= 0.0;
	FogEnd			= 85.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty] //Now up to date
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 8; // number of deaths in this level
	MaximumDeaths	= 22; // number of deaths in this level
	MinimumTime		= 1200; // total level playtime in seconds
	MaximumTime		= 2400; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 3;     // difficulty scales up if the player has died less often
	HardcoreTime	= 700;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

[part2_level2b]
{
	[Properties]
	LevelName		= LNID_PART2_CHAPTER3;
	Directory 		= part2;
	Level 			= part2_level2b.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	WorldSphere 	= "docks";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne"; 
	LoadingScreen	= "..\autosave\P2L2b.jpg";
	EnableAI		= true;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 22, 22, 22 );
	FogStart		= 0.0;
	FogEnd			= 85.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty] //Now up to date
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 8; // number of deaths in this level
	MaximumDeaths	= 22; // number of deaths in this level
	MinimumTime		= 1200; // total level playtime in seconds
	MaximumTime		= 2400; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 3;     // difficulty scales up if the player has died less often
	HardcoreTime	= 800;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 120; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// Punchinello's Restaurant
[part2_level3]
{
	[Properties]
	LevelName		= LNID_PART2_CHAPTER4;
	Directory 		= part2;
	Level 			= part2_level3.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( AMBIENT_R , AMBIENT_G , AMBIENT_B );
	WorldSphere 	= "bronx"; //not visible
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P2L3.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 64, 24, 24 );
	FogStart		= 0.0;
	FogEnd			= 80.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 7; // number of deaths in this level
	MaximumDeaths	= 20; // number of deaths in this level
	MinimumTime		= 600; // total level playtime in seconds
	MaximumTime		= 1200; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 3;     // difficulty scales up if the player has died less often
	HardcoreTime	= 300;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 120; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Manor
[part2_level4]
{
	[Properties]
	LevelName		= LNID_PART2_CHAPTER5;
	Directory 		= part2;
	Level 			= part2_level4.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 30, 30, 30 );
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne"; 
	LoadingScreen	= "..\autosave\P2L4.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= FALSE;
	FogColor		= ( 64, 64, 64 );
	FogStart		= 0.0;
	FogEnd			= 40.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 4; // number of deaths in this level
	MaximumDeaths	= 12; // number of deaths in this level
	MinimumTime		= 600; // total level playtime in seconds
	MaximumTime		= 1200; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 400;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// ----------------------------------------------
// Part 3: A Bit Closer To Heaven
// ----------------------------------------------

// The Drug Trip
[part3_level1]
{
	[Properties]
	LevelName		= LNID_PART3_PROLOGUE;
	Directory 		= part3;
	Level 			= part3_level1.ldb;
	Gravity 		= ( 0, -15 , 0 );
	AmbientColor 	= ( 30, 20 , 0 );
//	WorldSphere 	= "bronx";
	DebrisProjectileCountInLevel = 10;
	DebrisProjectileCountPerRoom = 10;
	PlayerSkinName  = "max_payne"; 
	LoadingScreen	= "..\autosave\P3L1.jpg";
	EnableAI		= FALSE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 48, 64, 16 );
	FogStart		= -5.0;
	FogEnd			= 50.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 300%; // percent of player's maximum health
	MinimumHealth	= 0%; // percent of player's maximum health
	MinimumDeaths	= 0; // number of deaths in this level
	MaximumDeaths	= 100; // number of deaths in this level
	MinimumTime		= 0; // total level playtime in seconds
	MaximumTime		= 3600; // total level playtime in seconds
	HardcoreHealth	= 300%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 0;     // difficulty scales up if the player has died less often
	HardcoreTime	= 0;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 360; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// Cold Steel
[part3_level2]
{
	[Properties]
	LevelName		= LNID_PART3_CHAPTER1;
	Directory 		= part3;
	Level 			= part3_level2.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 32, 32, 32 );
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	WorldSphere 	= "coldsteel";
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P3L2.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 5, 7, 12 );
	FogStart		= 45.0;
	FogEnd			= 90.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 7; // number of deaths in this level
	MaximumDeaths	= 14; // number of deaths in this level
	MinimumTime		= 900; // total level playtime in seconds
	MaximumTime		= 1800; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 3;     // difficulty scales up if the player has died less often
	HardcoreTime	= 600;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// Cold Steel B
[part3_level2b]
{
	[Properties]
	LevelName		= LNID_PART3_CHAPTER2;
	Directory 		= part3;
	Level 			= part3_level2b.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 32, 32, 32 );
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
//	WorldSphere 	= "bronx";	// NOT REQUIRED IN B PART
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P3L2b.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 5, 7, 12 );
	FogStart		= 45.0;
	FogEnd			= 90.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 7; // number of deaths in this level
	MaximumDeaths	= 14; // number of deaths in this level
	MinimumTime		= 900; // total level playtime in seconds
	MaximumTime		= 1800; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 3;     // difficulty scales up if the player has died less often
	HardcoreTime	= 600;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Military Bunker
[part3_level3]
{
	[Properties]
	LevelName		= LNID_PART3_CHAPTER3;
	Directory 		= part3;
	Level 			= part3_level3.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 50 , 50 , 50 );
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	WorldSphere 	= "coldsteel";
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P3L3.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= FALSE;
	FogColor		= ( 128, 128, 128 );
	FogStart		= 5.0;
	FogEnd			= 50.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 4; // number of deaths in this level
	MaximumDeaths	= 12; // number of deaths in this level
	MinimumTime		= 840; // total level playtime in seconds
	MaximumTime		= 1680; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 600;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 180; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Garage
[part3_level4]
{
	[Properties]
	LevelName		= LNID_PART3_CHAPTER4;
	Directory 		= part3;
	Level 			= part3_level4.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 80 , 80 , 80 );
	WorldSphere 	= "lowereastside";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P3L4.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= true;
	FogColor		= ( 10, 10, 10 );
	FogStart		= 15.0;
	FogEnd			= 150.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 100.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 12; // number of deaths in this level
	MaximumDeaths	= 30; // number of deaths in this level
	MinimumTime		= 900; // total level playtime in seconds
	MaximumTime		= 1800; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 4;     // difficulty scales up if the player has died less often
	HardcoreTime	= 660;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Asgard Building
[part3_level5]
{
	[Properties]
	LevelName		= LNID_PART3_CHAPTER5;
	Directory 		= part3;
	Level 			= part3_level5.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 20 , 20 , 30 );
	WorldSphere 	= "asgard";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P3L5.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= FALSE;
	FogColor		= ( 128, 128, 128 );
	FogStart		= 5.0;
	FogEnd			= 50.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 8; // number of deaths in this level
	MaximumDeaths	= 16; // number of deaths in this level
	MinimumTime		= 800; // total level playtime in seconds
	MaximumTime		= 1600; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 3;     // difficulty scales up if the player has died less often
	HardcoreTime	= 480;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Asgard Building Part II
[part3_level5b]
{
	[Properties]
	LevelName		= LNID_PART3_CHAPTER6;
	Directory 		= part3;
	Level 			= part3_level5b.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 20 , 20 , 30 );
	WorldSphere 	= "asgard";
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P3L5b.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= FALSE;
	FogColor		= ( 128, 128, 128 );
	FogStart		= 5.0;
	FogEnd			= 50.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 8; // number of deaths in this level
	MaximumDeaths	= 16; // number of deaths in this level
	MinimumTime		= 800; // total level playtime in seconds
	MaximumTime		= 1600; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 3;     // difficulty scales up if the player has died less often
	HardcoreTime	= 480;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// The Aesir Corporation HQ
[part3_level6]
{
	[Properties]
	LevelName		= LNID_PART3_CHAPTER7;
	Directory 		= part3;
	Level 			= part3_level6.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 48, 48, 48 );
	DebrisProjectileCountInLevel = 100;
	DebrisProjectileCountPerRoom = 20;
	PlayerSkinName  = "max_payne";
	WorldSphere 	= "skyscrapers_penthouse";
	LoadingScreen	= "..\autosave\P3L6.jpg";
	EnableAI		= TRUE;
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= true;
	FogColor		= ( 10, 10, 10 );
	FogStart		= 55.0;
	FogEnd			= 600.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 0.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 15; // number of deaths in this level
	MaximumDeaths	= 30; // number of deaths in this level
	MinimumTime		= 1100; // total level playtime in seconds
	MaximumTime		= 2200; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 6;     // difficulty scales up if the player has died less often
	HardcoreTime	= 900;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 180; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

// Nicole Horne's Penthouse Suite
[part3_level7]
{
	[Properties]
	LevelName		= LNID_PART3_CHAPTER8;
	Directory 		= part3;
	Level 			= part3_level7.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 48, 48, 48 );
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P3L7.jpg";
	EnableAI		= TRUE;
	WorldSphere 	= "skyscrapers_penthouse_high";
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 10, 10, 10 );
	FogStart		= 5.0;
	FogEnd			= 600.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 160.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 4; // number of deaths in this level
	MaximumDeaths	= 12; // number of deaths in this level
	MinimumTime		= 960; // total level playtime in seconds
	MaximumTime		= 1920; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 2;     // difficulty scales up if the player has died less often
	HardcoreTime	= 480;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

[tutorial]
{
	[Properties]
	LevelName		= LNID_TUTORIAL;
	Directory 		= front_end;
	Level 			= tutorial.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 48, 48, 48 );
	DebrisProjectileCountInLevel = 400;
	DebrisProjectileCountPerRoom = 50;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P0L0.jpg";
	EnableAI		= TRUE;
	WorldSphere 	= "bronx";
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= TRUE;
	FogColor		= ( 24, 24, 24 );
	FogStart		= 5.0;
	FogEnd			= 100.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 160.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 0; // number of deaths in this level
	MaximumDeaths	= 5; // number of deaths in this level
	MinimumTime		= 0; // total level playtime in seconds
	MaximumTime		= 1920; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 1;     // difficulty scales up if the player has died less often
	HardcoreTime	= 200;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}

[end_combat]
{
	[Properties]
	LevelName		= LNID_END_COMBAT;
	Directory 		= front_end;
	Level 			= end_combat.ldb;
	Gravity 		= ( 0, GRAVITY_VALUE , 0 );
	AmbientColor 	= ( 48, 48, 48 );
	DebrisProjectileCountInLevel = 600;
	DebrisProjectileCountPerRoom = 200;
	PlayerSkinName  = "max_payne";
	LoadingScreen	= "..\autosave\P0L0.jpg";
	EnableAI		= TRUE;
	WorldSphere 	= "skyscrapers_penthouse_high";
	PlayerStartingPlace = "::StartRoom::Jumppoint 00";
	Fogging			= FALSE;
	FogColor		= ( 24, 24, 24 );
	FogStart		= 5.0;
	FogEnd			= 100.0;
	StartupLevel	= false;
	ExitLevel		= false;
	AINodeCastHeight= 160.0; // zero uses room bounding box height

	[Difficulty]
	MaximumHealth	= 130%; // percent of player's maximum health
	MinimumHealth	= 65%; // percent of player's maximum health
	MinimumDeaths	= 0; // number of deaths in this level
	MaximumDeaths	= 5; // number of deaths in this level
	MinimumTime		= 0; // total level playtime in seconds
	MaximumTime		= 1920; // total level playtime in seconds
	HardcoreHealth	= 200%;  // difficulty scales up if the player has more health
	HardcoreDeaths	= 1;     // difficulty scales up if the player has died less often
	HardcoreTime	= 200;   // difficulty scales up if the player has played faster

	[Timedmode]
	PlayTime		= 60; // initial playtime in seconds
	EnemyTimeBonus	= TIMEBONUS; // number of additional seconds gained by killing an enemy
}
