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MEGADOOM II - iso.7z
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earth.rw
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Text File
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1994-08-31
|
131KB
|
2,293 lines
;
; EARTH
;
; By Dusty Bedford
;
; Earth-like world, with vines, pools, dirt, and sky.
;
; Remember while visiting the Earth, don't feed the animals!
;
;Enemies Weight When
TROOPER 20.00 HARD_ONLY ; Former Human
TROOPER 20.00 MEDIUM_AND_HARD ;
TROOPER 20.00 EASY_MEDIUM_HARD ;
;
SERGEANT 3.00 HARD_ONLY
SERGEANT 7.50 DEAF/AMBUSH ;
;
IMP 16.00 MEDIUM_AND_HARD ; Green Gargoyle
IMP 16.00 HARD_ONLY ; Green Gargoyle
IMP 11.25
IMP 16.00 DEAF/AMBUSH ;
;
DEMON 4.00 HARD_ONLY ; Pink 2-legged dog
;
SPECTRE 5.00 HARD_ONLY ; Invisible 2-legged dog
SPECTRE 2.75 MEDIUM_AND_HARD
SPECTRE 1.5 DEAF/AMBUSH
SPECTRE 1.5
;
BARON 0.20 HARD_ONLY ; Horned Fire Thrower
;
;
FLYSKULL 7.00 MEDIUM_AND_HARD ; Burning Skull that flies
;
; Weapons
;
LAUNCHER 2.0 EASY_ONLY
LAUNCHER 1.0 EASY_AND_MEDIUM
LAUNCHER 1.0 EASY_MEDIUM_HARD
LAUNCHER 2.0 MULTIPLAYER
;
CHAINGUN 4.0 EASY_ONLY
CHAINGUN 1.0 EASY_AND_MEDIUM
CHAINGUN 1.0 EASY_MEDIUM_HARD
CHAINGUN 2.0 MULTIPLAYER
;
SHOTGUN 3.0 EASY_ONLY
SHOTGUN 3.0 EASY_AND_MEDIUM
SHOTGUN 2.0 EASY_MEDIUM_HARD
SHOTGUN 2.0 MULTIPLAYER
;
CHAINSAW 1.0 EASY_MEDIUM_HARD
;
PLASMA 3.0 EASY_ONLY
PLASMA 3.0 EASY_AND_MEDIUM
PLASMA 1.0 EASY_MEDIUM_HARD
PLASMA 2.0 MULTIPLAYER
;
BFG9000 1.0 EASY_ONLY
;
; Ammo
;
CLIP 1.0 EASY_ONLY
CLIP 1.0 EASY_AND_MEDIUM
CLIP 1.0 MULTIPLAYER
;
BULLETS 2.0 EASY_ONLY
BULLETS 2.0 EASY_AND_MEDIUM
BULLETS 1.0 EASY_MEDIUM_HARD
BULLETS 1.0 MULTIPLAYER
;
SHELLS 2.0 EASY_ONLY
SHELLS 2.0 EASY_AND_MEDIUM
SHELLS 1.0 EASY_MEDIUM_HARD
SHELLS 1.0 MULTIPLAYER
;
SHELLBOX 2.0 EASY_ONLY
SHELLBOX 2.0 EASY_AND_MEDIUM
SHELLBOX 1.0 EASY_MEDIUM_HARD
SHELLBOX 1.0 MULTIPLAYER
;
ROCKET 1.0 EASY_MEDIUM_HARD
;
ROCKETS 2.0 EASY_ONLY
ROCKETS 1.0 EASY_AND_MEDIUM
ROCKETS 1.0 EASY_MEDIUM_HARD
ROCKETS 1.0 MULTIPLAYER
;
CELLPACK 4.0 EASY_ONLY
CELLPACK 1.0 EASY_AND_MEDIUM
;
ENERCELL 2.0 EASY_ONLY
;
BACKPACK 2.0 EASY_ONLY ; General Ammo Power-up
BACKPACK 1.0 EASY_AND_MEDIUM ;
BACKPACK 1.0 EASY_MEDIUM_HARD ;
BACKPACK 1.0 MULTIPLAYER ;
;
; Goodies
;
GARMOR 1.0 EASY_MEDIUM_HARD ; Green 100% armor
BARMOR 1.0 EASY_AND_MEDIUM ; Blue 200% armor
POTION 4.0 EASY_MEDIUM_HARD ; 1% HEALTH POWER-UP
STIMPAK 4.0 EASY_ONLY ; 10% health bonus
STIMPAK 1.0 EASY_MEDIUM_HARD ;
MEDIKIT 2.0 EASY_AND_MEDIUM ; 25% health bonus
MEDIKIT 1.0 EASY_MEDIUM_HARD ;
BLUEBALL 1.0 EASY_ONLY ; 200% health bonus sphere
BLUEBALL 0.5 EASY_MEDIUM ; 200% health bonus sphere
TELEPORT 0.1 ; Teleport (DEATHMATCH) spot
INVISO 4.0 ; Partial invisibility sphere
INVULN 0.5 EASY_MEDIUM ; Invulnerability globe
BERSERK 0.5 EASY_MEDIUM ; Berserker box
RADSUIT 1.0 ; Radiation suit
LAVISOR 1.0 ; Light amplifying visor
MAP 1.0 ; Computer map
;
; Obstacles
;
BARREL 20.0 ; Exploding Barrel
;
; KEYS
;
TALLGREENPILLAR 12.0
SHORTGREENPILLAR 12.0
EYESYMBOL 1.0
GREYTREE 12.0
BROWNSTUB 20.0
BROWNTREE 20.0
TALLGREENTORCH 10.0
SMALLGREENTORCH 10.0
POOLOFBLOOD 1.0
IMPALEDBODY1 10.0
IMPALEDBODY2 10.0
HANGINGSWAYING2 10.0
;
ROOMS
;
; GLOBAL SETTINGS: AFFECTS THE ENTIRE WORLD
;
TELEPORT BROWN96 GATE4 FLAT23
BUTG1 SW1WOOD 64 128
BUTGE SW1DIRT 64 128
DEFDOOR BIGDOOR4
BLINKING 50
STAIRS 200
;
; ROOM SPECIFIC SETTINGS
;
NAME OCT ;Room name (optional) gives the room some identity in this file
DOOR SW2SKIN ;If you don't like the default door you can supply an override for each room
WEIGHT 10.0 ;Affects how often RW will attempt to place the room into the map
MAXSCALE 0.50 ;Rooms can be stretched in the X-Y plane, this is the maximum expansion
MINSCALE 0.20 ;Minimum stretch
MAXLIGHT 240 ;Maximum light value of the room
MINLIGHT 150 ;Minimum light usually should be above 100
MAXHEIGHT 350 ;Maximum height of ceiling above the floor
MINHEIGHT 275 ;Minimum height of ceiling above the floor, must be set so that a player can enter the room
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
FLOOR_SCHEME FLAT20 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME FLOOR0_6 ;Ceiling texture
FTNDL FLAT20 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
;
; X Y SCALEABLE VERT
VERT -466 532 -1 ;0
VERT -400 600 -1 ;0
VERT 400 600 -1 ;0
VERT 600 400 -1 ;0
VERT 600 -400 -1 ;0
VERT 400 -600 -1 ;0
VERT -400 -600 -1 ;0
VERT -600 -400 -1 ;0
VERT -600 400 -1 ;0
VERT -534 466 -1 ;0
; V0 V1 TYPE MIDDLE TOP BOTTOM
LINE 0 1 -1 SP_HOT1 SP_HOT1 SP_HOT1
LINE 1 2 1 SKSPINE1 SKSPINE1 SKSPINE1
LINE 2 3 -1 SP_HOT1 SP_HOT1 SP_HOT1
LINE 3 4 1 SKSPINE1 SKSPINE1 SKSPINE1
LINE 4 5 -1 SP_HOT1 SP_HOT1 SP_HOT1
LINE 5 6 1 SKSPINE1 SKSPINE1 SKSPINE1
LINE 6 7 -1 SP_HOT1 SP_HOT1 SP_HOT1
LINE 7 8 1 SKSPINE1 SKSPINE1 SKSPINE1
LINE 8 9 -1 SP_HOT1 SP_HOT1 SP_HOT1
LINE 9 0 -1 SP_HOT1 SP_HOT1 SP_HOT1
END
ROOMS
NAME ALTERNATOR
DOOR ASHWALL
MAXSCALE 1.5
MINSCALE 0.75
MAXLIGHT 220
MINLIGHT 180
MINHEIGHT 128
MAXHEIGHT 400
WEIGHT 25.0
FLOOR_SCHEME FLOOR4_8 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL3_5 ;Ceiling texture
FTNDL FLOOR4_8 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y
VERT -320 320 ;0
VERT -128 256 ;1
VERT 0 768 ;2
VERT 160 768 ;3
VERT 224 768 ;4
VERT 384 768 ;5
VERT 128 256 ;6
VERT 320 320 ;7
VERT 256 128 ;8
VERT 768 0 ;9
VERT 768 -160 ;10
VERT 768 -224 ;11
VERT 768 -384 ;12
VERT 256 -128 ;13
VERT 320 -320 ;14
VERT 128 -256 ;15
VERT 0 -768 ;16
VERT -160 -768 ;17
VERT -224 -768 ;18
VERT -384 -768 ;19
VERT -128 -256 ;20
VERT -320 -320 ;21
VERT -256 -128 ;22
VERT -768 0 ;23
VERT -768 160 ;24
VERT -768 224 ;25
VERT -768 384 ;26
VERT -256 128 ;27
LINE 0 1 -1 SP_HOT1 SP_HOT1 SP_HOT1 ;LineDef 0
LINE 1 2 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 1
LINE 2 3 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 2
LINE 3 4 1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 3
LINE 4 5 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 4
LINE 5 6 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 5
LINE 6 7 -1 SP_HOT1 SP_HOT1 SP_HOT1 ;LineDef 6
LINE 7 8 -1 SP_HOT1 SP_HOT1 SP_HOT1 ;LineDef 7
LINE 8 9 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 8
LINE 9 10 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 9
LINE 10 11 1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 10
LINE 11 12 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 11
LINE 12 13 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 12
LINE 13 14 -1 SP_HOT1 SP_HOT1 SP_HOT1 ;LineDef 13
LINE 14 15 -1 SP_HOT1 SP_HOT1 SP_HOT1 ;LineDef 14
LINE 15 16 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 15
LINE 16 17 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 16
LINE 17 18 1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 17
LINE 18 19 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 18
LINE 19 20 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 19
LINE 20 21 -1 SP_HOT1 SP_HOT1 SP_HOT1 ;LineDef 20
LINE 21 22 -1 SP_HOT1 SP_HOT1 SP_HOT1 ;LineDef 21
LINE 22 23 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 22
LINE 23 24 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 23
LINE 24 25 1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 24
LINE 25 26 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 25
LINE 26 27 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 26
LINE 27 0 -1 SP_HOT1 SP_HOT1 SP_HOT1 ;LineDef 27
END
ROOMS
NAME CLOV
DOOR GRAY7
MAXSCALE 1.5
MINSCALE 0.75
MAXLIGHT 255
MINLIGHT 220
MINHEIGHT 200
MAXHEIGHT 400
WEIGHT 100.0
FLOOR_SCHEME FLOOR4_6 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL4_3 ;Ceiling texture
FTNDL FLOOR4_6 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -544 288 ;0
VERT -256 256 ;1
VERT -320 832 ;2
VERT -320 960 ;3
VERT 320 960 ;4
VERT 320 832 ;5
VERT 256 256 ;6
VERT 832 320 ;7
VERT 960 320 ;8
VERT 960 -320 ;9
VERT 832 -320 ;10
VERT 256 -256 ;11
VERT 320 -832 ;12
VERT 320 -960 ;13
VERT -320 -960 ;14
VERT -320 -832 ;15
VERT -256 -256 ;16
VERT -832 -320 ;17
VERT -960 -320 ;18
VERT -960 320 ;19
VERT -832 320 ;20
LINE 0 1 -1 GRAY7 GRAY7 GRAY7 ;LineDef 0
LINE 1 2 -1 GRAY7 GRAY7 GRAY7 ;LineDef 1
LINE 2 3 -1 GRAY7 GRAY7 GRAY7 ;LineDef 2
LINE 3 4 1 GRAY7 GRAY7 GRAY7 ;LineDef 3
LINE 4 5 -1 GRAY7 GRAY7 GRAY7 ;LineDef 4
LINE 5 6 -1 GRAY7 GRAY7 GRAY7 ;LineDef 5
LINE 6 7 -1 GRAY7 GRAY7 GRAY7 ;LineDef 6
LINE 7 8 -1 GRAY7 GRAY7 GRAY7 ;LineDef 7
LINE 8 9 1 GRAY7 GRAY7 GRAY7 ;LineDef 8
LINE 9 10 -1 GRAY7 GRAY7 GRAY7 ;LineDef 9
LINE 10 11 -1 GRAY7 GRAY7 GRAY7 ;LineDef 10
LINE 11 12 -1 GRAY7 GRAY7 GRAY7 ;LineDef 11
LINE 12 13 -1 GRAY7 GRAY7 GRAY7 ;LineDef 12
LINE 13 14 1 GRAY7 GRAY7 GRAY7 ;LineDef 13
LINE 14 15 -1 GRAY7 GRAY7 GRAY7 ;LineDef 14
LINE 15 16 -1 GRAY7 GRAY7 GRAY7 ;LineDef 15
LINE 16 17 -1 GRAY7 GRAY7 GRAY7 ;LineDef 16
LINE 17 18 -1 GRAY7 GRAY7 GRAY7 ;LineDef 17
LINE 18 19 1 GRAY7 GRAY7 GRAY7 ;LineDef 18
LINE 19 20 -1 GRAY7 GRAY7 GRAY7 ;LineDef 19
LINE 20 0 -1 GRAY7 GRAY7 GRAY7 ;LineDef 20
END
ROOMS
NAME CASTLE
DOOR SKINEDGE
MAXSCALE 1.0
MINSCALE 1.0
MAXLIGHT 180
MINLIGHT 180
MINHEIGHT 400
MAXHEIGHT 400
WEIGHT 100.0
FLOOR_SCHEME FLOOR6_1 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME F_SKY1 ;Ceiling texture
FTNDL FLOOR6_1 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -1048 800 ;0
VERT -960 800 ;1
VERT -960 640 ;2
VERT -800 640 ;3
VERT -800 800 ;4
VERT -640 800 ;5
VERT -640 480 ;6
VERT -480 480 ;7
VERT -480 960 ;8
VERT -160 960 ;9
VERT -160 480 ;10
VERT 0 480 ;11
VERT 0 800 ;12
VERT 160 800 ;13
VERT 160 640 ;14
VERT 320 640 ;15
VERT 320 800 ;16
VERT 480 800 ;17
VERT 480 480 ;18
VERT 320 480 ;19
VERT 160 320 ;20
VERT 160 160 ;21
VERT 640 160 ;22
VERT 640 -160 ;23
VERT 160 -160 ;24
VERT 160 -320 ;25
VERT 0 320 ;26
VERT -320 160 ;27
VERT -640 320 ;28
VERT -480 0 ;29
VERT -640 -320 ;30
VERT -320 -160 ;31
VERT 0 -320 ;32
VERT -160 0 ;33
VERT 320 -480 ;34
VERT 480 -480 ;35
VERT 480 -800 ;36
VERT 320 -800 ;37
VERT 320 -640 ;38
VERT 160 -640 ;39
VERT 160 -800 ;40
VERT 0 -800 ;41
VERT 0 -480 ;42
VERT -160 -480 ;43
VERT -160 -960 ;44
VERT -480 -960 ;45
VERT -480 -480 ;46
VERT -640 -480 ;47
VERT -640 -640 ;48
VERT -640 -800 ;49
VERT -792 -800 ;50
VERT -792 -640 ;51
VERT -960 -640 ;52
VERT -960 -800 ;53
VERT -1120 -800 ;54
VERT -1115 -443 ;55
VERT -915 -443 ;56
VERT -791 -316 ;57
VERT -791 -164 ;58
VERT -1312 -160 ;59
VERT -1312 160 ;60
VERT -832 160 ;61
VERT -832 328 ;62
VERT -976 472 ;63
VERT -1128 472 ;64
VERT -1128 800 ;65
LINE 0 1 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 1 2 -1 SKINFACE SKINFACE SKINFACE ;LineDef 1
LINE 2 3 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 3 4 -1 SKINFACE SKINFACE SKINFACE ;LineDef 3
LINE 4 5 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 5 6 -1 SKINFACE SKINFACE SKINFACE ;LineDef 5
LINE 6 7 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 7 8 -1 SKINFACE SKINFACE SKINFACE ;LineDef 7
LINE 8 9 1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 9 10 -1 SKINFACE SKINFACE SKINFACE ;LineDef 9
LINE 10 11 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 11 12 -1 SKINFACE SKINFACE SKINFACE ;LineDef 11
LINE 12 13 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 13 14 -1 SKINFACE SKINFACE SKINFACE ;LineDef 13
LINE 14 15 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 15 16 -1 SKINFACE SKINFACE SKINFACE ;LineDef 15
LINE 16 17 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 17 18 -1 SKINFACE SKINFACE SKINFACE ;LineDef 17
LINE 18 19 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 19 20 -1 SKINFACE SKINFACE SKINFACE ;LineDef 19
LINE 20 21 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 21 22 -1 SKINFACE SKINFACE SKINFACE ;LineDef 21
LINE 22 23 1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 23 24 -1 SKINFACE SKINFACE SKINFACE ;LineDef 23
LINE 24 25 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 26 27 -1 MARBLOD1 MARBLOD1 MARBLOD1 ;LineDef 33
LINE 27 28 -1 MARBLOD1 MARBLOD1 MARBLOD1 ;LineDef 33
LINE 28 29 -1 MARBLOD1 MARBLOD1 MARBLOD1 ;LineDef 33
LINE 29 30 -1 MARBLOD1 MARBLOD1 MARBLOD1 ;LineDef 33
LINE 30 31 -1 MARBLOD1 MARBLOD1 MARBLOD1 ;LineDef 33
LINE 31 32 -1 MARBLOD1 MARBLOD1 MARBLOD1 ;LineDef 33
LINE 32 33 -1 MARBLOD1 MARBLOD1 MARBLOD1 ;LineDef 33
LINE 33 26 -1 MARBLOD1 MARBLOD1 MARBLOD1 ;LineDef 33
LINE 25 34 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 34 35 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 35 36 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 36 37 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 37 38 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 38 39 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 39 40 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 40 41 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 41 42 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 42 43 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 43 44 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 44 45 1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 45 46 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 46 47 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 47 48 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 48 49 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 49 50 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 50 51 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 51 52 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 52 53 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 53 54 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 54 55 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 55 56 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 56 57 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 57 58 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 58 59 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 59 60 1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 60 61 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 61 62 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 62 63 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 63 64 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
LINE 64 65 -1 SKINEDGE SKINEDGE SKINEDGE ;LineDef 0
LINE 65 0 -1 SKINFACE SKINFACE SKINFACE ;LineDef 24
END
ROOMS
NAME QUESTION
DOOR ASHWALL
MAXSCALE 1.5
MINSCALE 0.5
MAXLIGHT 220
MINLIGHT 180
MINHEIGHT 128
MAXHEIGHT 400
WEIGHT 100.0
FLOOR_SCHEME FLOOR7_1 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME TLITE6_4 ;Ceiling texture
FTNDL FLOOR7_1 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT 128 -64 ;0
VERT 128 256 ;1
VERT -352 256 ;2
VERT -352 288 ;3
VERT -352 384 ;4
VERT -352 416 ;5
VERT 288 416 ;6
VERT 288 -224 ;7
VERT -32 -224 ;8
VERT -32 -544 ;9
VERT -64 -544 ;10
VERT -160 -544 ;11
VERT -192 -544 ;12
VERT -192 -64 ;13
LINE 0 1 -1 ASHWALL ASHWALL ASHWALL ;LineDef 0
LINE 1 2 -1 ASHWALL ASHWALL ASHWALL ;LineDef 1
LINE 2 3 -1 ASHWALL ASHWALL ASHWALL ;LineDef 2
LINE 3 4 1 ASHWALL ASHWALL ASHWALL ;LineDef 3
LINE 4 5 -1 ASHWALL ASHWALL ASHWALL ;LineDef 4
LINE 5 6 -1 ASHWALL ASHWALL ASHWALL ;LineDef 5
LINE 6 7 -1 ASHWALL ASHWALL ASHWALL ;LineDef 6
LINE 7 8 -1 ASHWALL ASHWALL ASHWALL ;LineDef 7
LINE 8 9 -1 ASHWALL ASHWALL ASHWALL ;LineDef 8
LINE 9 10 -1 ASHWALL ASHWALL ASHWALL ;LineDef 9
LINE 10 11 1 ASHWALL ASHWALL ASHWALL ;LineDef 10
LINE 11 12 -1 ASHWALL ASHWALL ASHWALL ;LineDef 11
LINE 12 13 -1 ASHWALL ASHWALL ASHWALL ;LineDef 12
LINE 13 0 -1 ASHWALL ASHWALL ASHWALL ;LineDef 13
END
ROOMS
NAME YOKE
DOOR ASHWALL
MAXSCALE 1.5
MINSCALE 0.5
MAXLIGHT 220
MINLIGHT 180
MINHEIGHT 128
MAXHEIGHT 300
WEIGHT 100.0
FLOOR_SCHEME FLOOR7_1 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME TLITE6_4 ;Ceiling texture
FTNDL FLOOR7_1 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT 320 256 ;0
VERT -320 256 ;1
VERT -320 -384 ;2
VERT -352 -384 ;3
VERT -448 -384 ;4
VERT -480 -384 ;5
VERT -480 416 ;6
VERT -64 416 ;7
VERT 32 416 ;8
VERT 480 416 ;9
VERT 480 -384 ;10
VERT 448 -384 ;11
VERT 352 -384 ;12
VERT 320 -384 ;13
VERT 320 -64 ;14
LINE 0 1 -1 ASHWALL ASHWALL ASHWALL ;LineDef 0
LINE 1 2 -1 ASHWALL ASHWALL ASHWALL ;LineDef 1
LINE 2 3 -1 ASHWALL ASHWALL ASHWALL ;LineDef 2
LINE 3 4 1 ASHWALL ASHWALL ASHWALL ;LineDef 3
LINE 4 5 -1 ASHWALL ASHWALL ASHWALL ;LineDef 4
LINE 5 6 -1 ASHWALL ASHWALL ASHWALL ;LineDef 5
LINE 6 7 -1 ASHWALL ASHWALL ASHWALL ;LineDef 6
LINE 7 8 1 ASHWALL ASHWALL ASHWALL ;LineDef 7
LINE 8 9 -1 ASHWALL ASHWALL ASHWALL ;LineDef 8
LINE 9 10 -1 ASHWALL ASHWALL ASHWALL ;LineDef 9
LINE 10 11 -1 ASHWALL ASHWALL ASHWALL ;LineDef 10
LINE 11 12 1 ASHWALL ASHWALL ASHWALL ;LineDef 11
LINE 12 13 -1 ASHWALL ASHWALL ASHWALL ;LineDef 12
LINE 13 14 -1 ASHWALL ASHWALL ASHWALL ;LineDef 13
LINE 14 0 -1 ASHWALL ASHWALL ASHWALL ;LineDef 14
END
ROOMS
NAME ARCLIGHT
DOOR REDWALL1
MAXSCALE 1.5
MINSCALE .30
MAXLIGHT 255
MINLIGHT 180
MINHEIGHT 400
MAXHEIGHT 400
WEIGHT 100.0
FLOOR_SCHEME FLOOR3_3 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME FLAT9 ;Ceiling texture
FTNDL FLOOR3_3 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT 0 64 ;0
VERT 160 320 ;1
VERT 640 640 ;2
VERT 640 160 ;3
VERT 640 -160 ;4
VERT 640 -640 ;5
VERT 160 -320 ;6
VERT 0 -64 ;7
VERT -160 -320 ;8
VERT -640 -640 ;9
VERT -640 -160 ;10
VERT -640 160 ;11
VERT -640 640 ;12
VERT -160 320 ;13
LINE 0 1 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 0
LINE 1 2 -1 COMPUTE1 COMPUTE1 COMPUTE1 ;LineDef 1
LINE 2 3 -1 ASHWALL ASHWALL ASHWALL ;LineDef 2
LINE 3 4 1 ASHWALL ASHWALL ASHWALL ;LineDef 3
LINE 4 5 -1 ASHWALL ASHWALL ASHWALL ;LineDef 4
LINE 5 6 -1 COMPUTE1 COMPUTE1 COMPUTE1 ;LineDef 5
LINE 6 7 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 6
LINE 7 8 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 7
LINE 8 9 -1 COMPUTE1 COMPUTE1 COMPUTE1 ;LineDef 8
LINE 9 10 -1 ASHWALL ASHWALL ASHWALL ;LineDef 9
LINE 10 11 1 ASHWALL ASHWALL ASHWALL ;LineDef 10
LINE 11 12 -1 ASHWALL ASHWALL ASHWALL ;LineDef 11
LINE 12 13 -1 COMPUTE1 COMPUTE1 COMPUTE1 ;LineDef 12
LINE 13 0 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 13
END
ROOMS
NAME TRIROOM
DOOR STONE2
MAXSCALE 1.5
MINSCALE 1.0
MAXLIGHT 230
MINLIGHT 180
MINHEIGHT 300
MAXHEIGHT 400
WEIGHT 30.0
FLOOR_SCHEME MFLR8_2 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME F_SKY1 ;Ceiling texture
FTNDL MFLR8_2 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -640 448 ;0
VERT -512 448 ;1
VERT -384 448 ;2
VERT 384 448 ;3
VERT 512 448 ;4
VERT -448 384 ;5
VERT 0 64 ;6
VERT 448 384 ;7
VERT 576 384 ;8
VERT 64 0 ;9
VERT 576 -384 ;10
VERT 448 -384 ;11
VERT 0 -64 ;12
VERT -448 -384 ;13
VERT -576 384 ;14
VERT -576 -384 ;15
VERT -64 0 ;16
VERT 640 448 ;17
VERT 640 320 ;18
VERT 640 160 ;19
VERT 640 -160 ;20
VERT 640 -448 ;21
VERT 320 -448 ;22
VERT -320 -448 ;23
VERT -640 -448 ;24
VERT -640 -160 ;25
VERT -640 160 ;26
VERT -640 320 ;27
LINE 0 1 -1 STONE2 STONE2 STONE2 ;LineDef 0
LINE 1 2 -1 STONE2 STONE2 STONE2 ;LineDef 1
LINE 2 3 1 STONE2 STONE2 STONE2 ;LineDef 2
LINE 3 4 -1 STONE2 STONE2 STONE2 ;LineDef 3
LINE 5 6 -1 STONE2 STONE2 STONE2 ;LineDef 4
LINE 6 7 -1 STONE2 STONE2 STONE2 ;LineDef 5
LINE 7 5 -1 STONE2 STONE2 STONE2 ;LineDef 6
LINE 8 9 -1 STONE2 STONE2 STONE2 ;LineDef 7
LINE 9 10 -1 STONE2 STONE2 STONE2 ;LineDef 8
LINE 10 8 -1 STONE2 STONE2 STONE2 ;LineDef 9
LINE 11 12 -1 STONE2 STONE2 STONE2 ;LineDef 10
LINE 12 13 -1 STONE2 STONE2 STONE2 ;LineDef 11
LINE 13 11 -1 STONE2 STONE2 STONE2 ;LineDef 12
LINE 14 15 -1 STONE2 STONE2 STONE2 ;LineDef 13
LINE 15 16 -1 STONE2 STONE2 STONE2 ;LineDef 14
LINE 16 14 -1 STONE2 STONE2 STONE2 ;LineDef 15
LINE 4 17 -1 STONE2 STONE2 STONE2 ;LineDef 16
LINE 17 18 -1 STONE2 STONE2 STONE2 ;LineDef 17
LINE 18 19 -1 STONE2 STONE2 STONE2 ;LineDef 18
LINE 19 20 1 STONE2 STONE2 STONE2 ;LineDef 19
LINE 20 21 -1 STONE2 STONE2 STONE2 ;LineDef 20
LINE 21 22 -1 STONE2 STONE2 STONE2 ;LineDef 21
LINE 22 23 1 STONE2 STONE2 STONE2 ;LineDef 22
LINE 23 24 -1 STONE2 STONE2 STONE2 ;LineDef 23
LINE 24 25 -1 STONE2 STONE2 STONE2 ;LineDef 24
LINE 25 26 1 STONE2 STONE2 STONE2 ;LineDef 25
LINE 26 27 -1 STONE2 STONE2 STONE2 ;LineDef 26
LINE 27 0 -1 STONE2 STONE2 STONE2 ;LineDef 27
END
ROOMS
NAME LUR
DOOR ASHWALL
MAXSCALE 1.5
MINSCALE 0.5
MAXLIGHT 255
MINLIGHT 0
MINHEIGHT 80
MAXHEIGHT 400
WEIGHT 25.0
FLOOR_SCHEME FLOOR4_8 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL3_5 ;Ceiling texture
FTNDL FLOOR4_8 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -512 -384 ;0
VERT -640 -384 ;1
VERT -896 -384 ;2
VERT -896 -256 ;3
VERT -128 512 ;4
VERT 128 512 ;5
VERT 896 -256 ;6
VERT 896 -384 ;7
VERT 128 -384 ;8
VERT -128 -384 ;9
VERT -256 -384 ;10
VERT -384 -384 ;11
LINE 0 1 -1 ASHWALL ASHWALL ASHWALL ;LineDef 0
LINE 1 2 -1 ASHWALL ASHWALL ASHWALL ;LineDef 1
LINE 2 3 1 ASHWALL ASHWALL ASHWALL ;LineDef 2
LINE 3 4 -1 COMP2 COMP2 COMP2 ;LineDef 3
LINE 4 5 1 COMP2 COMP2 COMP2 ;LineDef 4
LINE 5 6 -1 COMP2 COMP2 COMP2 ;LineDef 5
LINE 6 7 1 COMP2 COMP2 COMP2 ;LineDef 6
LINE 7 8 -1 COMP2 COMP2 COMP2 ;LineDef 7
LINE 8 9 1 COMP2 COMP2 COMP2 ;LineDef 8
LINE 9 10 -1 COMP2 COMP2 COMP2 ;LineDef 9
LINE 10 11 -1 COMP2 COMP2 COMP2 ;LineDef 10
LINE 11 0 -1 COMP2 COMP2 COMP2 ;LineDef 11
END
ROOMS
NAME C_PLAN
DOOR ASHWALL
MAXSCALE 1.5
MINSCALE 0.5
MAXLIGHT 255
MINLIGHT 130
MINHEIGHT 128
MAXHEIGHT 400
WEIGHT 100.0
FLOOR_SCHEME FLOOR4_8 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL3_5 ;Ceiling texture
FTNDL FLOOR4_8 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -768 680 ;0
VERT -520 776 ;1
VERT -184 880 ;2
VERT 136 880 ;3
VERT 736 680 ;4
VERT 920 248 ;5
VERT 920 -120 ;6
VERT 768 -696 ;7
VERT 144 -864 ;8
VERT -176 -864 ;9
VERT -760 -704 ;10
VERT -656 560 ;11
VERT -656 80 ;12
VERT -496 80 ;13
VERT -560 472 ;14
VERT -104 400 ;15
VERT -104 560 ;16
VERT 64 560 ;17
VERT 64 400 ;18
VERT 544 480 ;19
VERT 464 80 ;20
VERT 624 80 ;21
VERT 624 560 ;22
VERT 464 -80 ;23
VERT 536 -472 ;24
VERT 64 -400 ;25
VERT 64 -560 ;26
VERT 624 -560 ;27
VERT 624 -80 ;28
VERT -656 -80 ;29
VERT -656 -560 ;30
VERT -128 -560 ;31
VERT -128 -400 ;32
VERT -560 -456 ;33
VERT -496 -80 ;34
VERT -336 240 ;35
VERT -336 -240 ;36
VERT 304 -240 ;37
VERT 304 -80 ;38
VERT 208 -176 ;39
VERT -256 -176 ;40
VERT -256 176 ;41
VERT 224 176 ;42
VERT 288 240 ;43
VERT -856 -464 ;44
VERT -952 -152 ;45
VERT -952 168 ;46
VERT -880 408 ;47
LINE 0 1 -1 ASHWALL ASHWALL ASHWALL ;LineDef 0
LINE 1 2 -1 ASHWALL ASHWALL ASHWALL ;LineDef 1
LINE 2 3 1 ASHWALL ASHWALL ASHWALL ;LineDef 2
LINE 3 4 -1 ASHWALL ASHWALL ASHWALL ;LineDef 3
LINE 4 5 -1 ASHWALL ASHWALL ASHWALL ;LineDef 4
LINE 5 6 1 ASHWALL ASHWALL ASHWALL ;LineDef 5
LINE 6 7 -1 ASHWALL ASHWALL ASHWALL ;LineDef 6
LINE 7 8 -1 ASHWALL ASHWALL ASHWALL ;LineDef 7
LINE 8 9 1 ASHWALL ASHWALL ASHWALL ;LineDef 8
LINE 9 10 -1 ASHWALL ASHWALL ASHWALL ;LineDef 9
LINE 11 12 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 10
LINE 12 11 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 10
LINE 12 13 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 11
LINE 13 12 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 11
LINE 13 14 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 12
LINE 14 13 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 12
LINE 14 15 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 13
LINE 15 14 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 13
LINE 15 16 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 14
LINE 16 15 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 14
LINE 16 11 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 15
LINE 11 16 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 15
LINE 17 18 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 16
LINE 18 17 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 16
LINE 18 19 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 17
LINE 19 18 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 17
LINE 19 20 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 18
LINE 20 19 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 18
LINE 20 21 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 19
LINE 21 20 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 19
LINE 21 22 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 20
LINE 22 21 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 20
LINE 22 17 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 21
LINE 17 22 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 21
LINE 23 24 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 22
LINE 24 23 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 22
LINE 24 25 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 23
LINE 25 24 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 23
LINE 25 26 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 24
LINE 26 25 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 24
LINE 26 27 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 25
LINE 27 26 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 25
LINE 27 28 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 26
LINE 28 27 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 26
LINE 28 23 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 27
LINE 23 28 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 27
LINE 29 30 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 28
LINE 30 29 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 28
LINE 30 31 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 29
LINE 31 30 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 29
LINE 31 32 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 30
LINE 32 31 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 30
LINE 32 33 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 30
LINE 33 32 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 30
LINE 33 34 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 32
LINE 34 33 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 32
LINE 34 29 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 33
LINE 29 34 -1 BRNBIGC BRNBIGC BRNBIGC ;LineDef 33
LINE 35 36 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 34
LINE 36 37 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 35
LINE 37 38 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 36
LINE 38 39 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 37
LINE 39 40 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 38
LINE 40 41 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 39
LINE 41 42 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 40
LINE 42 43 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 41
LINE 43 35 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 42
LINE 10 44 -1 ASHWALL ASHWALL ASHWALL ;LineDef 43
LINE 44 45 -1 ASHWALL ASHWALL ASHWALL ;LineDef 44
LINE 45 46 1 ASHWALL ASHWALL ASHWALL ;LineDef 45
LINE 46 47 -1 ASHWALL ASHWALL ASHWALL ;LineDef 46
LINE 47 0 -1 ASHWALL ASHWALL ASHWALL ;LineDef 47
END
ROOMS
NAME SPIDER
DOOR ASHWALL
MAXSCALE 1.5
MINSCALE 1.0
MAXLIGHT 255
MINLIGHT 128
MINHEIGHT 400
MAXHEIGHT 400
WEIGHT 200.0
FLOOR_SCHEME FLOOR4_8 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL3_5 ;Ceiling texture
FTNDL FLOOR4_8 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -1280 384 ;0
VERT -1388 776 ;1
VERT -1544 1224 ;2
VERT -1384 1224 ;3
VERT -1120 480 ;4
VERT -640 320 ;5
VERT -576 448 ;6
VERT -480 480 ;7
VERT -448 576 ;8
VERT -576 640 ;9
VERT -576 832 ;10
VERT -384 1112 ;11
VERT -256 1112 ;12
VERT -64 832 ;13
VERT -64 640 ;14
VERT -192 576 ;15
VERT -160 480 ;16
VERT -64 448 ;17
VERT 0 320 ;18
VERT 480 480 ;19
VERT 864 1192 ;20
VERT 1024 1192 ;21
VERT 648 384 ;22
VERT 8 160 ;23
VERT -8 0 ;24
VERT 704 -64 ;25
VERT 1296 -944 ;26
VERT 1136 -944 ;27
VERT 576 -192 ;28
VERT -16 -160 ;29
VERT -16 -320 ;30
VERT 304 -320 ;31
VERT 608 -1968 ;32
VERT 448 -1968 ;33
VERT 192 -448 ;34
VERT -16 -480 ;35
VERT -176 -640 ;36
VERT -16 -800 ;37
VERT -16 -1120 ;38
VERT -176 -1440 ;39
VERT -336 -1600 ;40
VERT -496 -1440 ;41
VERT -656 -1120 ;42
VERT -656 -800 ;43
VERT -496 -640 ;44
VERT -656 -480 ;45
VERT -832 -448 ;46
VERT -1288 -1928 ;47
VERT -1448 -1928 ;48
VERT -968 -320 ;49
VERT -648 -320 ;50
VERT -648 -160 ;51
VERT -1240 -192 ;52
VERT -1968 -928 ;53
VERT -2104 -928 ;54
VERT -1344 -64 ;55
VERT -512 -832 ;56
VERT -384 -960 ;57
VERT -512 -1152 ;58
VERT -128 -1152 ;59
VERT -256 -960 ;60
VERT -128 -832 ;61
VERT -656 8 ;62
VERT -656 168 ;63
LINE 0 1 -1 ASHWALL ASHWALL ASHWALL ;LineDef 0
LINE 1 2 -1 ASHWALL ASHWALL ASHWALL ;LineDef 1
LINE 2 3 1 ASHWALL ASHWALL ASHWALL ;LineDef 2
LINE 3 4 -1 ASHWALL ASHWALL ASHWALL ;LineDef 3
LINE 4 5 -1 ASHWALL ASHWALL ASHWALL ;LineDef 4
LINE 5 6 -1 ASHWALL ASHWALL ASHWALL ;LineDef 5
LINE 6 7 -1 ASHWALL ASHWALL ASHWALL ;LineDef 6
LINE 7 8 -1 ASHWALL ASHWALL ASHWALL ;LineDef 7
LINE 8 9 -1 COMP2 COMP2 COMP2 ;LineDef 8
LINE 9 10 -1 COMP2 COMP2 COMP2 ;LineDef 9
LINE 10 11 -1 ASHWALL ASHWALL ASHWALL ;LineDef 10
LINE 11 12 1 ASHWALL ASHWALL ASHWALL ;LineDef 11
LINE 12 13 -1 ASHWALL ASHWALL ASHWALL ;LineDef 12
LINE 13 14 -1 COMP2 COMP2 COMP2 ;LineDef 13
LINE 14 15 -1 COMP2 COMP2 COMP2 ;LineDef 14
LINE 15 16 -1 ASHWALL ASHWALL ASHWALL ;LineDef 15
LINE 16 17 -1 ASHWALL ASHWALL ASHWALL ;LineDef 16
LINE 17 18 -1 ASHWALL ASHWALL ASHWALL ;LineDef 17
LINE 18 19 -1 ASHWALL ASHWALL ASHWALL ;LineDef 18
LINE 19 20 -1 ASHWALL ASHWALL ASHWALL ;LineDef 19
LINE 20 21 1 ASHWALL ASHWALL ASHWALL ;LineDef 20
LINE 21 22 -1 ASHWALL ASHWALL ASHWALL ;LineDef 21
LINE 22 23 -1 ASHWALL ASHWALL ASHWALL ;LineDef 22
LINE 23 24 -1 ASHWALL ASHWALL ASHWALL ;LineDef 23
LINE 24 25 -1 ASHWALL ASHWALL ASHWALL ;LineDef 24
LINE 25 26 -1 ASHWALL ASHWALL ASHWALL ;LineDef 25
LINE 26 27 1 ASHWALL ASHWALL ASHWALL ;LineDef 26
LINE 27 28 -1 ASHWALL ASHWALL ASHWALL ;LineDef 27
LINE 28 29 -1 ASHWALL ASHWALL ASHWALL ;LineDef 28
LINE 29 30 -1 ASHWALL ASHWALL ASHWALL ;LineDef 29
LINE 30 31 -1 ASHWALL ASHWALL ASHWALL ;LineDef 30
LINE 31 32 -1 ASHWALL ASHWALL ASHWALL ;LineDef 31
LINE 32 33 1 ASHWALL ASHWALL ASHWALL ;LineDef 32
LINE 33 34 -1 ASHWALL ASHWALL ASHWALL ;LineDef 33
LINE 34 35 -1 ASHWALL ASHWALL ASHWALL ;LineDef 34
LINE 35 36 -1 ASHWALL ASHWALL ASHWALL ;LineDef 35
LINE 36 37 -1 ASHWALL ASHWALL ASHWALL ;LineDef 36
LINE 37 38 -1 ASHWALL ASHWALL ASHWALL ;LineDef 37
LINE 38 39 -1 ASHWALL ASHWALL ASHWALL ;LineDef 38
LINE 39 40 -1 ASHWALL ASHWALL ASHWALL ;LineDef 39
LINE 40 41 -1 ASHWALL ASHWALL ASHWALL ;LineDef 40
LINE 41 42 -1 ASHWALL ASHWALL ASHWALL ;LineDef 41
LINE 42 43 -1 ASHWALL ASHWALL ASHWALL ;LineDef 42
LINE 43 44 -1 ASHWALL ASHWALL ASHWALL ;LineDef 43
LINE 44 45 -1 ASHWALL ASHWALL ASHWALL ;LineDef 44
LINE 45 46 -1 ASHWALL ASHWALL ASHWALL ;LineDef 45
LINE 46 47 -1 ASHWALL ASHWALL ASHWALL ;LineDef 46
LINE 47 48 1 ASHWALL ASHWALL ASHWALL ;LineDef 47
LINE 48 49 -1 ASHWALL ASHWALL ASHWALL ;LineDef 48
LINE 49 50 -1 ASHWALL ASHWALL ASHWALL ;LineDef 49
LINE 50 51 -1 ASHWALL ASHWALL ASHWALL ;LineDef 50
LINE 51 52 -1 ASHWALL ASHWALL ASHWALL ;LineDef 51
LINE 52 53 -1 ASHWALL ASHWALL ASHWALL ;LineDef 52
LINE 53 54 1 ASHWALL ASHWALL ASHWALL ;LineDef 53
LINE 54 55 -1 ASHWALL ASHWALL ASHWALL ;LineDef 54
LINE 56 57 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 55
LINE 57 58 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 56
LINE 58 59 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 57
LINE 59 60 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 58
LINE 60 61 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 59
LINE 61 56 -1 REDWALL1 REDWALL1 REDWALL1 ;LineDef 60
LINE 55 62 -1 ASHWALL ASHWALL ASHWALL ;LineDef 61
LINE 62 63 -1 ASHWALL ASHWALL ASHWALL ;LineDef 62
LINE 63 0 -1 ASHWALL ASHWALL ASHWALL ;LineDef 63
END
ROOMS
NAME CURRY-CHICKEN
DOOR METAL
MAXSCALE .75
MINSCALE .5
MAXLIGHT 255
MINLIGHT 255
MINHEIGHT 128
MAXHEIGHT 128
WEIGHT 50.0
FLOOR_SCHEME NUKAGE2 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL3_4 ;Ceiling texture
FTNDL FLOOR4_6 ;Floor texture if No Dangerous Liquids are present
POISON_% 300 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -288 8 ;0
VERT -392 48 ;1
VERT -376 200 ;2
VERT -336 304 ;3
VERT -480 320 ;4
VERT -576 288 ;5
VERT -768 432 ;6
VERT -664 584 ;7
VERT -480 640 ;8
VERT -320 640 ;9
VERT -80 608 ;10
VERT -88 472 ;11
VERT 32 376 ;12
VERT -32 192 ;13
VERT 48 128 ;14
VERT 168 240 ;15
VERT 360 320 ;16
VERT 552 264 ;17
VERT 616 408 ;18
VERT 800 344 ;19
VERT 960 320 ;20
VERT 1056 216 ;21
VERT 1056 64 ;22
VERT 992 -136 ;23
VERT 912 -192 ;24
VERT 824 -144 ;25
VERT 768 -88 ;26
VERT 704 -112 ;27
VERT 624 -192 ;28
VERT 512 -216 ;29
VERT 480 -320 ;30
VERT 480 -480 ;31
VERT 512 -576 ;32
VERT 640 -640 ;33
VERT 624 -744 ;34
VERT 480 -800 ;35
VERT 320 -800 ;36
VERT 240 -744 ;37
VERT 296 -632 ;38
VERT 320 -480 ;39
VERT 240 56 ;40
VERT 264 -80 ;41
VERT 392 -120 ;42
VERT 480 0 ;43
VERT 384 104 ;44
VERT 160 -320 ;45
VERT 0 -152 ;46
LINE 0 1 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 0
LINE 1 2 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 1
LINE 2 3 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 2
LINE 3 4 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 3
LINE 4 5 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 4
LINE 5 6 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 5
LINE 6 7 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 6
LINE 7 8 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 7
LINE 8 9 1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 8
LINE 9 10 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 9
LINE 10 11 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 10
LINE 11 12 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 11
LINE 12 13 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 12
LINE 13 14 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 13
LINE 14 15 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 14
LINE 15 16 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 15
LINE 16 17 -1 MARBFAC2 MARBFAC2 MARBFAC2 ;LineDef 16
LINE 17 18 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 17
LINE 18 19 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 18
LINE 19 20 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 19
LINE 20 21 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 20
LINE 21 22 1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 21
LINE 22 23 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 22
LINE 23 24 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 23
LINE 24 25 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 24
LINE 25 26 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 25
LINE 26 27 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 26
LINE 27 28 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 27
LINE 28 29 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 28
LINE 29 30 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 29
LINE 30 31 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 30
LINE 31 32 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 31
LINE 32 33 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 32
LINE 33 34 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 33
LINE 34 35 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 34
LINE 35 36 1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 35
LINE 36 37 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 36
LINE 37 38 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 37
LINE 38 39 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 38
LINE 40 41 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 39
LINE 41 42 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 40
LINE 42 43 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 41
LINE 43 44 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 42
LINE 44 40 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 43
LINE 41 40 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 39
LINE 42 41 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 40
LINE 43 42 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 41
LINE 44 43 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 42
LINE 40 44 -1 MIDGRATE MIDGRATE MIDGRATE ;LineDef 43
LINE 39 45 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 44
LINE 45 46 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 45
LINE 46 0 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 46
END
ROOMS
NAME BINOCULE
DOOR COMPBLUE
MAXSCALE 1.0
MINSCALE 0.5
MAXLIGHT 220
MINLIGHT 140
MINHEIGHT 256
MAXHEIGHT 256
WEIGHT 100.0
FLOOR_SCHEME FLOOR3_3 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL4_3 ;Ceiling texture
FTNDL FLOOR3_3 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -488 0 ;0
VERT -648 -160 ;1
VERT -808 0 ;2
VERT 152 960 ;3
VERT 312 800 ;4
VERT 152 640 ;5
VERT 312 480 ;6
VERT 952 1120 ;7
VERT 1008 1064 ;8
VERT 1008 928 ;9
VERT 984 832 ;10
VERT 472 320 ;11
VERT 632 160 ;12
VERT 792 320 ;13
VERT 952 160 ;14
VERT -8 -800 ;15
VERT -168 -640 ;16
VERT -8 -480 ;17
VERT -168 -320 ;18
VERT -808 -960 ;19
VERT -856 -872 ;20
VERT -856 -720 ;21
VERT -808 -640 ;22
VERT -328 -160 ;23
LINE 0 1 -1 COMP2 COMP2 COMP2 ;LineDef 0
LINE 1 2 -1 COMP2 COMP2 COMP2 ;LineDef 1
LINE 2 3 -1 COMP2 COMP2 COMP2 ;LineDef 2
LINE 3 4 -1 COMP2 COMP2 COMP2 ;LineDef 3
LINE 4 5 -1 COMP2 COMP2 COMP2 ;LineDef 4
LINE 5 6 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 5
LINE 6 7 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 6
LINE 7 8 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 7
LINE 8 9 1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 8
LINE 9 10 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 9
LINE 10 11 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 10
LINE 11 12 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 11
LINE 12 13 -1 COMP2 COMP2 COMP2 ;LineDef 12
LINE 13 14 -1 COMP2 COMP2 COMP2 ;LineDef 13
LINE 14 15 -1 COMP2 COMP2 COMP2 ;LineDef 14
LINE 15 16 -1 COMP2 COMP2 COMP2 ;LineDef 15
LINE 16 17 -1 COMP2 COMP2 COMP2 ;LineDef 16
LINE 17 18 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 17
LINE 18 19 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 18
LINE 19 20 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 19
LINE 20 21 1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 20
LINE 21 22 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 21
LINE 22 23 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 22
LINE 23 0 -1 COMPBLUE COMPBLUE COMPBLUE ;LineDef 23
END
ROOMS
NAME LYONS
DOOR METAL
MAXSCALE 1.5
MINSCALE 1.0
MAXLIGHT 220
MINLIGHT 180
MINHEIGHT 200
MAXHEIGHT 400
WEIGHT 35.0
FLOOR_SCHEME FLOOR4_8 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL3_5 ;Ceiling texture
FTNDL FLOOR4_8 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -960 320 ;0
VERT -160 1280 ;1
VERT 160 1280 ;2
VERT 960 320 ;3
VERT -512 320 ;4
VERT -512 192 ;5
VERT 512 192 ;6
VERT 512 320 ;7
VERT -512 -192 ;8
VERT -512 -320 ;9
VERT 512 -320 ;10
VERT 512 -192 ;11
VERT 640 320 ;12
VERT 640 192 ;13
VERT 1408 192 ;14
VERT 1472 128 ;15
VERT 1472 -128 ;16
VERT 1408 -192 ;17
VERT 640 -192 ;18
VERT 640 -320 ;19
VERT 960 -320 ;20
VERT 160 -1280 ;21
VERT -160 -1280 ;22
VERT -960 -320 ;23
VERT -640 -320 ;24
VERT -640 -192 ;25
VERT -1408 -192 ;26
VERT -1472 -128 ;27
VERT -1472 128 ;28
VERT -1408 192 ;29
VERT -640 192 ;30
VERT -640 320 ;31
LINE 0 1 -1 BROVINE BROVINE BROVINE ;LineDef 0
LINE 1 2 1 BROVINE BROVINE BROVINE ;LineDef 1
LINE 2 3 -1 BROVINE BROVINE BROVINE ;LineDef 2
LINE 4 5 -1 BROWNWEL BROWNWEL BROWNWEL ;LineDef 3
LINE 5 6 -1 BROWNWEL BROWNWEL BROWNWEL ;LineDef 4
LINE 6 7 -1 BROWNWEL BROWNWEL BROWNWEL ;LineDef 5
LINE 7 4 -1 BROWNWEL BROWNWEL BROWNWEL ;LineDef 6
LINE 8 9 -1 BROWNWEL BROWNWEL BROWNWEL ;LineDef 7
LINE 9 10 -1 BROWNWEL BROWNWEL BROWNWEL ;LineDef 8
LINE 10 11 -1 BROWNWEL BROWNWEL BROWNWEL ;LineDef 9
LINE 11 8 -1 BROWNWEL BROWNWEL BROWNWEL ;LineDef 10
LINE 3 12 -1 METAL METAL METAL ;LineDef 11
LINE 12 13 -1 METAL METAL METAL ;LineDef 12
LINE 13 14 -1 METAL METAL METAL ;LineDef 13
LINE 14 15 -1 METAL METAL METAL ;LineDef 14
LINE 15 16 1 METAL METAL METAL ;LineDef 15
LINE 16 17 -1 METAL METAL METAL ;LineDef 16
LINE 17 18 -1 METAL METAL METAL ;LineDef 17
LINE 18 19 -1 METAL METAL METAL ;LineDef 18
LINE 19 20 -1 METAL METAL METAL ;LineDef 19
LINE 20 21 -1 BROVINE BROVINE BROVINE ;LineDef 20
LINE 21 22 1 BROVINE BROVINE BROVINE ;LineDef 21
LINE 22 23 -1 BROVINE BROVINE BROVINE ;LineDef 22
LINE 23 24 -1 METAL METAL METAL ;LineDef 23
LINE 24 25 -1 METAL METAL METAL ;LineDef 24
LINE 25 26 -1 METAL METAL METAL ;LineDef 25
LINE 26 27 -1 METAL METAL METAL ;LineDef 26
LINE 27 28 1 METAL METAL METAL ;LineDef 27
LINE 28 29 -1 METAL METAL METAL ;LineDef 28
LINE 29 30 -1 METAL METAL METAL ;LineDef 29
LINE 30 31 -1 METAL METAL METAL ;LineDef 30
LINE 31 0 -1 METAL METAL METAL ;LineDef 31
END
ROOMS
NAME SWAZ2
DOOR METAL
MAXSCALE 1.0
MINSCALE 0.5
MAXLIGHT 255
MINLIGHT 255
MINHEIGHT 128
MAXHEIGHT 800
WEIGHT 100.0
FLOOR_SCHEME NUKAGE1 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL3_5 ;Ceiling texture
FTNDL FLOOR4_6 ;Floor texture if No Dangerous Liquids are present
POISON_% 500 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -192 192 ;0
VERT -128 192 ;1
VERT -64 256 ;2
VERT -64 768 ;3
VERT 512 768 ;4
VERT 544 736 ;5
VERT 544 672 ;6
VERT 512 640 ;7
VERT 64 640 ;8
VERT 64 256 ;9
VERT 128 192 ;10
VERT 192 192 ;11
VERT 192 128 ;12
VERT 256 64 ;13
VERT 800 64 ;14
VERT 800 -384 ;15
VERT 768 -416 ;16
VERT 704 -416 ;17
VERT 672 -384 ;18
VERT 672 -64 ;19
VERT 256 -64 ;20
VERT 192 -128 ;21
VERT 192 -192 ;22
VERT 128 -192 ;23
VERT 64 -256 ;24
VERT 64 -768 ;25
VERT -384 -768 ;26
VERT -416 -736 ;27
VERT -416 -672 ;28
VERT -384 -640 ;29
VERT -64 -640 ;30
VERT -64 -256 ;31
VERT -128 -192 ;32
VERT -192 -192 ;33
VERT -192 -128 ;34
VERT -256 -64 ;35
VERT -768 -64 ;36
VERT -768 384 ;37
VERT -736 416 ;38
VERT -672 416 ;39
VERT -640 384 ;40
VERT -640 64 ;41
VERT -256 64 ;42
VERT -192 128 ;43
LINE 0 1 -1 BLODGR1 BLODGR1 BLODGR1 ;LineDef 0
LINE 1 2 -1 METAL METAL METAL ;LineDef 1
LINE 2 3 -1 METAL METAL METAL ;LineDef 2
LINE 3 4 -1 METAL METAL METAL ;LineDef 3
LINE 4 5 -1 METAL METAL METAL ;LineDef 4
LINE 5 6 1 METAL METAL METAL ;LineDef 5
LINE 6 7 -1 METAL METAL METAL ;LineDef 6
LINE 7 8 -1 METAL METAL METAL ;LineDef 7
LINE 8 9 -1 METAL METAL METAL ;LineDef 8
LINE 9 10 -1 METAL METAL METAL ;LineDef 9
LINE 10 11 -1 BLODGR4 BLODGR4 BLODGR4 ;LineDef 10
LINE 11 12 -1 BLODGR4 BLODGR4 BLODGR4 ;LineDef 11
LINE 12 13 -1 METAL METAL METAL ;LineDef 12
LINE 13 14 -1 METAL METAL METAL ;LineDef 13
LINE 14 15 -1 METAL METAL METAL ;LineDef 14
LINE 15 16 -1 METAL METAL METAL ;LineDef 15
LINE 16 17 1 METAL METAL METAL ;LineDef 16
LINE 17 18 -1 METAL METAL METAL ;LineDef 17
LINE 18 19 -1 METAL METAL METAL ;LineDef 18
LINE 19 20 -1 METAL METAL METAL ;LineDef 19
LINE 20 21 -1 METAL METAL METAL ;LineDef 20
LINE 21 22 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 21
LINE 22 23 -1 BLODGR2 BLODGR2 BLODGR2 ;LineDef 22
LINE 23 24 -1 METAL METAL METAL ;LineDef 23
LINE 24 25 -1 METAL METAL METAL ;LineDef 24
LINE 25 26 -1 METAL METAL METAL ;LineDef 25
LINE 26 27 -1 METAL METAL METAL ;LineDef 26
LINE 27 28 1 METAL METAL METAL ;LineDef 27
LINE 28 29 -1 METAL METAL METAL ;LineDef 28
LINE 29 30 -1 METAL METAL METAL ;LineDef 29
LINE 30 31 -1 METAL METAL METAL ;LineDef 30
LINE 31 32 -1 METAL METAL METAL ;LineDef 31
LINE 32 33 -1 BLODGR1 BLODGR1 BLODGR1 ;LineDef 32
LINE 33 34 -1 BLODGR1 BLODGR1 BLODGR1 ;LineDef 33
LINE 34 35 -1 METAL METAL METAL ;LineDef 34
LINE 35 36 -1 METAL METAL METAL ;LineDef 35
LINE 36 37 -1 METAL METAL METAL ;LineDef 36
LINE 37 38 -1 METAL METAL METAL ;LineDef 37
LINE 38 39 -1 METAL METAL METAL ;LineDef 38
LINE 39 40 -1 METAL METAL METAL ;LineDef 39
LINE 40 41 -1 METAL METAL METAL ;LineDef 40
LINE 41 42 -1 METAL METAL METAL ;LineDef 41
LINE 42 43 -1 METAL METAL METAL ;LineDef 42
LINE 43 0 -1 BLODGR3 BLODGR3 BLODGR3 ;LineDef 43
END
ROOMS
NAME LAVAWARD
DOOR ICKWALL2
MAXSCALE 1.0
MINSCALE 0.75
MAXLIGHT 255
MINLIGHT 255
MINHEIGHT 400
MAXHEIGHT 400
WEIGHT 50.0
FLOOR_SCHEME LAVA1 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL4_1 ;Ceiling texture
FTNDL FLOOR4_6 ;Floor texture if No Dangerous Liquids are present
POISON_% 500 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -722 722 ;0
VERT -634 722 ;1
VERT -562 722 ;2
VERT 550 722 ;3
VERT 718 722 ;4
VERT -562 306 ;5
VERT -338 306 ;6
VERT -338 530 ;7
VERT -562 530 ;8
VERT -274 530 ;9
VERT -274 306 ;10
VERT -50 306 ;11
VERT -50 530 ;12
VERT 46 530 ;13
VERT 46 306 ;14
VERT 270 306 ;15
VERT 270 530 ;16
VERT 334 530 ;17
VERT 334 306 ;18
VERT 558 306 ;19
VERT 558 530 ;20
VERT -562 242 ;21
VERT -562 18 ;22
VERT -338 18 ;23
VERT -338 242 ;24
VERT -274 242 ;25
VERT -274 18 ;26
VERT -146 18 ;27
VERT -146 242 ;28
VERT 142 242 ;29
VERT 142 18 ;30
VERT 270 18 ;31
VERT 270 242 ;32
VERT 334 242 ;33
VERT 334 18 ;34
VERT 558 18 ;35
VERT 558 242 ;36
VERT -562 -46 ;37
VERT -562 -270 ;38
VERT -338 -270 ;39
VERT -338 -46 ;40
VERT -274 -46 ;41
VERT -274 -270 ;42
VERT -146 -270 ;43
VERT -146 -46 ;44
VERT 142 -46 ;45
VERT 142 -270 ;46
VERT 270 -270 ;47
VERT 270 -46 ;48
VERT 334 -46 ;49
VERT 334 -270 ;50
VERT 558 -270 ;51
VERT 558 -46 ;52
VERT -562 -334 ;53
VERT -562 -558 ;54
VERT -338 -558 ;55
VERT -338 -334 ;56
VERT -274 -334 ;57
VERT -274 -558 ;58
VERT -50 -558 ;59
VERT -50 -334 ;60
VERT 46 -334 ;61
VERT 46 -558 ;62
VERT 270 -558 ;63
VERT 270 -334 ;64
VERT 334 -334 ;65
VERT 334 -558 ;66
VERT 558 -558 ;67
VERT 558 -334 ;68
VERT 718 562 ;69
VERT 718 -558 ;70
VERT 718 -718 ;71
VERT 566 -718 ;72
VERT -562 -718 ;73
VERT -722 -718 ;74
VERT -722 -558 ;75
VERT -722 570 ;76
VERT -722 650 ;77
LINE 0 1 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 0
LINE 1 2 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
LINE 2 3 1 ICKWALL2 ICKWALL2 ICKWALL2 ;LineDef 2
LINE 3 4 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
LINE 5 6 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 4
LINE 6 7 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 7 8 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 6
LINE 8 5 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 9 10 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 8
LINE 10 11 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 11 12 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 10
LINE 12 9 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 13 14 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 12
LINE 14 15 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 15 16 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 14
LINE 16 13 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 17 18 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 16
LINE 18 19 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 19 20 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 18
LINE 20 17 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 21 22 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 20
LINE 22 23 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 23 24 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 22
LINE 24 21 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 25 26 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 24
LINE 26 27 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 27 28 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 26
LINE 28 25 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 29 30 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 28
LINE 30 31 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 31 32 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 30
LINE 32 29 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 33 34 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 32
LINE 34 35 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 35 36 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 34
LINE 36 33 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 37 38 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 36
LINE 38 39 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 39 40 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 38
LINE 40 37 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 41 42 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 40
LINE 42 43 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 43 44 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 42
LINE 44 41 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 45 46 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 44
LINE 46 47 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 47 48 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 46
LINE 48 45 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 49 50 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 48
LINE 50 51 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 51 52 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 50
LINE 52 49 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 53 54 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 52
LINE 54 55 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 55 56 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 54
LINE 56 53 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 55
LINE 57 58 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 58 59 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 57
LINE 59 60 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 60 57 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 59
LINE 61 62 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 62 63 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 61
LINE 63 64 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 64 61 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 63
LINE 65 66 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 66 67 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 63
LINE 67 68 -1 SKINTEK1 SKINTEK1 SKINTEK1 ;LineDef 5
LINE 68 65 -1 SKINTEK2 SKINTEK2 SKINTEK2 ;LineDef 67
LINE 4 69 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
LINE 69 70 1 ICKWALL2 ICKWALL2 ICKWALL2 ;LineDef 2
LINE 70 71 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
LINE 71 72 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
LINE 72 73 1 ICKWALL2 ICKWALL2 ICKWALL2 ;LineDef 2
LINE 73 74 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
LINE 74 75 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
LINE 75 76 1 ICKWALL2 ICKWALL2 ICKWALL2 ;LineDef 2
LINE 76 77 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
LINE 77 0 -1 LITEBLU4 LITEBLU4 LITEBLU4 ;LineDef 1
END
ROOMS
NAME MAGAZINE
MAXSCALE 1.5
MINSCALE 0.5
MAXLIGHT 220
MINLIGHT 180
MINHEIGHT 200
MAXHEIGHT 400
WEIGHT 100.0
FLOOR_SCHEME FLOOR4_8 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL3_5 ;Ceiling texture
FTNDL FLOOR4_8 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -320 160 ;0
VERT -480 320 ;1
VERT -640 160 ;2
VERT -800 320 ;3
VERT -640 480 ;4
VERT -800 640 ;5
VERT -960 480 ;6
VERT -1120 640 ;7
VERT -960 800 ;8
VERT -1120 960 ;9
VERT -1280 800 ;10
VERT -1440 960 ;11
VERT -1704 1648 ;12
VERT -1456 1648 ;13
VERT -960 1440 ;14
VERT -800 1280 ;15
VERT -960 1120 ;16
VERT -800 960 ;17
VERT -640 1120 ;18
VERT -480 960 ;19
VERT -640 800 ;20
VERT -480 640 ;21
VERT -320 800 ;22
VERT -160 640 ;23
VERT -320 480 ;24
VERT -160 320 ;25
VERT 944 1584 ;26
VERT 944 1112 ;27
VERT 0 160 ;28
VERT 160 0 ;29
VERT 320 160 ;30
VERT 480 0 ;31
VERT 320 -160 ;32
VERT 480 -320 ;33
VERT 640 -160 ;34
VERT 800 -320 ;35
VERT 640 -480 ;36
VERT 800 -640 ;37
VERT 960 -480 ;38
VERT 1120 -640 ;39
VERT 1344 -1208 ;40
VERT 1048 -1208 ;41
VERT 640 -1120 ;42
VERT 480 -960 ;43
VERT 640 -800 ;44
VERT 480 -640 ;45
VERT 320 -800 ;46
VERT 160 -640 ;47
VERT 320 -480 ;48
VERT 160 -320 ;49
VERT 0 -480 ;50
VERT -160 -320 ;51
VERT 0 -160 ;52
VERT -160 0 ;53
VERT -1480 -1432 ;54
VERT -1480 -1000 ;55
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LINE 1 2 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 1
LINE 2 3 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 2
LINE 3 4 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 3
LINE 4 5 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 4
LINE 5 6 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 5
LINE 6 7 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 6
LINE 7 8 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 7
LINE 8 9 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 8
LINE 9 10 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 9
LINE 10 11 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 10
LINE 11 12 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 11
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LINE 15 16 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 15
LINE 16 17 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 16
LINE 17 18 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 17
LINE 18 19 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 18
LINE 19 20 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 19
LINE 20 21 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 20
LINE 21 22 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 21
LINE 22 23 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 22
LINE 23 24 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 23
LINE 24 25 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 24
LINE 25 26 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 25
LINE 26 27 1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 26
LINE 27 28 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 27
LINE 28 29 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 28
LINE 29 30 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 29
LINE 30 31 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 30
LINE 31 32 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 31
LINE 32 33 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 32
LINE 33 34 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 33
LINE 34 35 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 34
LINE 35 36 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 35
LINE 36 37 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 36
LINE 37 38 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 37
LINE 38 39 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 38
LINE 39 40 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 39
LINE 40 41 1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 40
LINE 41 42 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 41
LINE 42 43 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 42
LINE 43 44 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 43
LINE 44 45 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 44
LINE 45 46 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 45
LINE 46 47 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 46
LINE 47 48 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 47
LINE 48 49 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 48
LINE 49 50 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 49
LINE 50 51 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 50
LINE 51 52 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 51
LINE 52 53 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 52
LINE 53 54 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 53
LINE 54 55 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 54
LINE 55 0 -1 CEMENT1 CEMENT1 CEMENT1 ;LineDef 55
END
ROOMS
NAME SPOOK
DOOR PIPE6
MAXSCALE 1.0
MINSCALE 1.0
MAXLIGHT 255
MINLIGHT 255
MINHEIGHT 300
MAXHEIGHT 400
WEIGHT 100.0
FLOOR_SCHEME FWATER1 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME F_SKY1 ;Ceiling texture
FTNDL FWATER1 ;Floor texture if No Dangerous Liquids are present
POISON_% 200 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -480 288 ;0
VERT -416 352 ;1
VERT -320 416 ;2
VERT -224 448 ;3
VERT -192 544 ;4
VERT -160 608 ;5
VERT -128 640 ;6
VERT -64 672 ;7
VERT 64 672 ;8
VERT 128 640 ;9
VERT 160 608 ;10
VERT 192 544 ;11
VERT -80 560 ;12
VERT -96 544 ;13
VERT -96 528 ;14
VERT -80 512 ;15
VERT -64 512 ;16
VERT -48 528 ;17
VERT -48 544 ;18
VERT -64 560 ;19
VERT 48 544 ;20
VERT 48 528 ;21
VERT 64 512 ;22
VERT 80 512 ;23
VERT 96 528 ;24
VERT 96 544 ;25
VERT 80 560 ;26
VERT 64 560 ;27
VERT 224 448 ;28
VERT 320 416 ;29
VERT 416 352 ;30
VERT 480 288 ;31
VERT -48 -512 ;32
VERT -64 -528 ;33
VERT -64 -544 ;34
VERT -48 -560 ;35
VERT -32 -560 ;36
VERT -16 -544 ;37
VERT -16 -528 ;38
VERT -32 -512 ;39
VERT 96 -528 ;40
VERT 80 -512 ;41
VERT 64 -512 ;42
VERT 48 -528 ;43
VERT 48 -544 ;44
VERT 64 -560 ;45
VERT 80 -560 ;46
VERT 96 -544 ;47
VERT 544 192 ;48
VERT 576 80 ;49
VERT 576 -48 ;50
VERT 544 -160 ;51
VERT 480 -256 ;52
VERT 416 -320 ;53
VERT 320 -384 ;54
VERT 224 -416 ;55
VERT 192 -512 ;56
VERT 160 -576 ;57
VERT 128 -608 ;58
VERT 64 -640 ;59
VERT -32 -640 ;60
VERT -96 -608 ;61
VERT -128 -576 ;62
VERT -160 -512 ;63
VERT -192 -416 ;64
VERT -272 -384 ;65
VERT -368 -320 ;66
VERT -448 -256 ;67
VERT -528 -160 ;68
VERT -576 -48 ;69
VERT -576 80 ;70
VERT -544 192 ;71
LINE 0 1 -1 PIPE6 PIPE6 PIPE6 ;LineDef 0
LINE 1 2 -1 PIPE6 PIPE6 PIPE6 ;LineDef 1
LINE 2 3 -1 PIPE6 PIPE6 PIPE6 ;LineDef 2
LINE 3 4 -1 PIPE6 PIPE6 PIPE6 ;LineDef 3
LINE 4 5 -1 PIPE6 PIPE6 PIPE6 ;LineDef 4
LINE 5 6 -1 PIPE6 PIPE6 PIPE6 ;LineDef 5
LINE 6 7 -1 PIPE6 PIPE6 PIPE6 ;LineDef 6
LINE 7 8 1 PIPE6 PIPE6 PIPE6 ;LineDef 7
LINE 8 9 -1 PIPE6 PIPE6 PIPE6 ;LineDef 8
LINE 9 10 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 10 11 -1 PIPE6 PIPE6 PIPE6 ;LineDef 10
LINE 12 13 -1 METAL1 METAL1 METAL1 ;LineDef 11
LINE 13 14 -1 METAL1 METAL1 METAL1 ;LineDef 12
LINE 14 15 -1 METAL1 METAL1 METAL1 ;LineDef 13
LINE 15 16 -1 METAL1 METAL1 METAL1 ;LineDef 14
LINE 16 17 -1 METAL1 METAL1 METAL1 ;LineDef 15
LINE 17 18 -1 METAL1 METAL1 METAL1 ;LineDef 16
LINE 18 19 -1 METAL1 METAL1 METAL1 ;LineDef 17
LINE 19 12 -1 METAL1 METAL1 METAL1 ;LineDef 18
LINE 20 21 -1 METAL1 METAL1 METAL1 ;LineDef 19
LINE 21 22 -1 METAL1 METAL1 METAL1 ;LineDef 20
LINE 22 23 -1 METAL1 METAL1 METAL1 ;LineDef 21
LINE 23 24 -1 METAL1 METAL1 METAL1 ;LineDef 22
LINE 24 25 -1 METAL1 METAL1 METAL1 ;LineDef 23
LINE 25 26 -1 METAL1 METAL1 METAL1 ;LineDef 24
LINE 26 27 -1 METAL1 METAL1 METAL1 ;LineDef 25
LINE 27 20 -1 METAL1 METAL1 METAL1 ;LineDef 26
LINE 11 28 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 28 29 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 29 30 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 30 31 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 32 33 -1 METAL1 METAL1 METAL1 ;LineDef 31
LINE 33 34 -1 METAL1 METAL1 METAL1 ;LineDef 32
LINE 34 35 -1 METAL1 METAL1 METAL1 ;LineDef 33
LINE 35 36 -1 METAL1 METAL1 METAL1 ;LineDef 34
LINE 36 37 -1 METAL1 METAL1 METAL1 ;LineDef 35
LINE 37 38 -1 METAL1 METAL1 METAL1 ;LineDef 36
LINE 38 39 -1 METAL1 METAL1 METAL1 ;LineDef 37
LINE 39 32 -1 METAL1 METAL1 METAL1 ;LineDef 38
LINE 40 41 -1 METAL1 METAL1 METAL1 ;LineDef 39
LINE 41 42 -1 METAL1 METAL1 METAL1 ;LineDef 40
LINE 42 43 -1 METAL1 METAL1 METAL1 ;LineDef 41
LINE 43 44 -1 METAL1 METAL1 METAL1 ;LineDef 42
LINE 44 45 -1 METAL1 METAL1 METAL1 ;LineDef 43
LINE 45 46 -1 METAL1 METAL1 METAL1 ;LineDef 44
LINE 46 47 -1 METAL1 METAL1 METAL1 ;LineDef 45
LINE 47 40 -1 METAL1 METAL1 METAL1 ;LineDef 46
LINE 31 48 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 48 49 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 49 50 1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 50 51 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 51 52 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 52 53 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 53 54 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 54 55 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 55 56 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 56 57 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 57 58 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 58 59 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 59 60 1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 60 61 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 61 62 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 62 63 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 63 64 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 64 65 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 65 66 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 66 67 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 67 68 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 68 69 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 69 70 1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 70 71 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
LINE 71 0 -1 PIPE6 PIPE6 PIPE6 ;LineDef 9
END
ROOMS
NAME TEMPLE
DOOR WOOD1
MAXSCALE 1.5
MINSCALE 0.5
MAXLIGHT 225
MINLIGHT 160
MINHEIGHT 400
MAXHEIGHT 600
WEIGHT 100.0
FLOOR_SCHEME DEM1_6 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CEIL1_1 ;Ceiling texture
FTNDL DEM1_6 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -640 832 ;0
VERT -448 960 ;1
VERT -192 1024 ;2
VERT 192 1024 ;3
VERT 448 960 ;4
VERT 640 832 ;5
VERT 832 640 ;6
VERT -256 768 ;7
VERT -320 704 ;8
VERT -320 640 ;9
VERT -256 576 ;10
VERT -192 576 ;11
VERT -128 640 ;12
VERT -128 704 ;13
VERT -192 768 ;14
VERT 192 768 ;15
VERT 128 704 ;16
VERT 128 640 ;17
VERT 192 576 ;18
VERT 256 576 ;19
VERT 320 640 ;20
VERT 320 704 ;21
VERT 256 768 ;22
VERT 576 256 ;23
VERT 576 192 ;24
VERT 640 128 ;25
VERT 704 128 ;26
VERT 768 192 ;27
VERT 768 256 ;28
VERT 704 320 ;29
VERT 640 320 ;30
VERT 576 -192 ;31
VERT 576 -256 ;32
VERT 640 -320 ;33
VERT 704 -320 ;34
VERT 768 -256 ;35
VERT 768 -192 ;36
VERT 704 -128 ;37
VERT 640 -128 ;38
VERT 128 -640 ;39
VERT 128 -704 ;40
VERT 192 -768 ;41
VERT 256 -768 ;42
VERT 320 -704 ;43
VERT 320 -640 ;44
VERT 256 -576 ;45
VERT 192 -576 ;46
VERT -320 -640 ;47
VERT -320 -704 ;48
VERT -256 -768 ;49
VERT -192 -768 ;50
VERT -128 -704 ;51
VERT -128 -640 ;52
VERT -192 -576 ;53
VERT -256 -576 ;54
VERT -768 -192 ;55
VERT -768 -256 ;56
VERT -704 -320 ;57
VERT -640 -320 ;58
VERT -576 -256 ;59
VERT -576 -192 ;60
VERT -640 -128 ;61
VERT -704 -128 ;62
VERT -768 256 ;63
VERT -768 192 ;64
VERT -704 128 ;65
VERT -640 128 ;66
VERT -576 192 ;67
VERT -576 256 ;68
VERT -640 320 ;69
VERT -704 320 ;70
VERT 960 448 ;71
VERT 1024 192 ;72
VERT 1024 -192 ;73
VERT 960 -448 ;74
VERT 832 -640 ;75
VERT 640 -832 ;76
VERT 448 -960 ;77
VERT 192 -1024 ;78
VERT -192 -1024 ;79
VERT -448 -960 ;80
VERT -640 -832 ;81
VERT -832 -640 ;82
VERT -960 -448 ;83
VERT -1024 -192 ;84
VERT -1024 192 ;85
VERT -960 448 ;86
VERT -832 640 ;87
LINE 0 1 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 0
LINE 1 2 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 1
LINE 2 3 1 WOOD1 WOOD1 WOOD1 ;LineDef 2
LINE 3 4 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 3
LINE 4 5 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 4
LINE 5 6 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 5
LINE 7 8 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 6
LINE 8 9 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 7
LINE 9 10 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 8
LINE 10 11 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 9
LINE 11 12 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 10
LINE 12 13 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 11
LINE 13 14 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 12
LINE 14 7 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 13
LINE 15 16 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 14
LINE 16 17 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 15
LINE 17 18 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 16
LINE 18 19 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 17
LINE 19 20 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 18
LINE 20 21 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 19
LINE 21 22 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 20
LINE 22 15 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 21
LINE 23 24 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 22
LINE 24 25 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 23
LINE 25 26 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 24
LINE 26 27 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 25
LINE 27 28 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 26
LINE 28 29 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 27
LINE 29 30 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 28
LINE 30 23 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 29
LINE 31 32 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 30
LINE 32 33 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 31
LINE 33 34 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 32
LINE 34 35 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 33
LINE 35 36 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 34
LINE 36 37 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 35
LINE 37 38 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 36
LINE 38 31 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 37
LINE 39 40 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 38
LINE 40 41 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 39
LINE 41 42 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 40
LINE 42 43 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 41
LINE 43 44 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 42
LINE 44 45 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 43
LINE 45 46 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 44
LINE 46 39 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 45
LINE 47 48 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 46
LINE 48 49 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 47
LINE 49 50 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 48
LINE 50 51 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 49
LINE 51 52 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 50
LINE 52 53 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 51
LINE 53 54 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 52
LINE 54 47 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 53
LINE 55 56 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 54
LINE 56 57 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 55
LINE 57 58 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 56
LINE 58 59 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 57
LINE 59 60 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 58
LINE 60 61 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 59
LINE 61 62 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 60
LINE 62 55 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 61
LINE 63 64 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 62
LINE 64 65 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 63
LINE 65 66 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 64
LINE 66 67 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 65
LINE 67 68 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 66
LINE 68 69 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 67
LINE 69 70 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 68
LINE 70 63 -1 GSTVINE1 GSTVINE1 GSTVINE1 ;LineDef 69
LINE 6 71 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 70
LINE 71 72 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 71
LINE 72 73 1 WOOD1 WOOD1 WOOD1 ;LineDef 72
LINE 73 74 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 73
LINE 74 75 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 74
LINE 75 76 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 75
LINE 76 77 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 76
LINE 77 78 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 77
LINE 78 79 1 WOOD1 WOOD1 WOOD1 ;LineDef 78
LINE 79 80 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 79
LINE 80 81 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 80
LINE 81 82 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 81
LINE 82 83 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 82
LINE 83 84 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 83
LINE 84 85 1 WOOD1 WOOD1 WOOD1 ;LineDef 84
LINE 85 86 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 85
LINE 86 87 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 86
LINE 87 0 -1 GSTONE1 GSTONE1 GSTONE1 ;LineDef 87
END
ROOMS
NAME OCTOROOM
MAXSCALE 1.0
MINSCALE 1.0
MAXLIGHT 255
MINLIGHT 255
MINHEIGHT 256
MAXHEIGHT 256
WEIGHT 100.0
FLOOR_SCHEME FLOOR0_3 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME FLAT18 ;Ceiling texture
FTNDL FLOOR0_3 ;Floor texture if No Dangerous Liquids are present
POISON_% 0 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -256 256 ;0
VERT -128 384 ;1
VERT -64 384 ;2
VERT 64 384 ;3
VERT 128 384 ;4
VERT 256 256 ;5
VERT -128 128 ;6
VERT -128 -128 ;7
VERT 128 -128 ;8
VERT 128 128 ;9
VERT 384 128 ;10
VERT 384 64 ;11
VERT 384 -64 ;12
VERT 384 -128 ;13
VERT 128 -384 ;14
VERT 64 -384 ;15
VERT -64 -384 ;16
VERT -128 -384 ;17
VERT -384 -128 ;18
VERT -384 -64 ;19
VERT -384 64 ;20
VERT -384 128 ;21
LINE 0 1 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 0
LINE 1 2 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 1
LINE 2 3 1 SHAWN1 SHAWN1 SHAWN1 ;LineDef 2
LINE 3 4 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 1
LINE 4 5 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 1
LINE 6 7 -1 MARBFAC3 MARBFAC3 MARBFAC3 ;LineDef 5
LINE 7 8 -1 MARBFAC3 MARBFAC3 MARBFAC3 ;LineDef 6
LINE 8 9 -1 MARBFAC3 MARBFAC3 MARBFAC3 ;LineDef 7
LINE 9 6 -1 MARBFAC3 MARBFAC3 MARBFAC3 ;LineDef 8
LINE 5 10 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 9
LINE 10 11 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 10
LINE 11 12 1 SHAWN1 SHAWN1 SHAWN1 ;LineDef 2
LINE 12 13 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 12
LINE 13 14 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 13
LINE 14 15 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 14
LINE 15 16 1 SHAWN1 SHAWN1 SHAWN1 ;LineDef 2
LINE 16 17 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 16
LINE 17 18 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 17
LINE 18 19 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 18
LINE 19 20 1 SHAWN1 SHAWN1 SHAWN1 ;LineDef 2
LINE 20 21 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 20
LINE 21 0 -1 SHAWN2 SHAWN2 SHAWN2 ;LineDef 21
END
NAME END Level
DOOR GSTVINE1
MAXSCALE 0.20
MINSCALE 0.30
WEIGHT 60
MAXLIGHT 190
MINLIGHT 120
MINHEIGHT 120
MAXHEIGHT 120
FLOOR_SCHEME FWATER1 ;If set to a liquid texture (NUKAGE, LAVA, FWATER) the floor will cause harm when the players character moves over it
CEILING_SCHEME CONS1_1 ;Ceiling texture
FTNDL GATE2 ;Floor texture if No Dangerous Liquids are present
POISON_% 30 ;chances out of a 1000 that a room will have dangerous liquids
PPWT FIREBLU1 ;preferred pit wall texture
PPFT LAVA3 ;preferred pit floor texture
PPCT FLAT4 ;preferred pit ceiling texture
PRWT SUPPORT3 ;door rail texture
PCWT METAL ;preferred connection-room wall texture
PLST METAL ;preferred connection-room lower-step texture
PUST METAL ;preferred connection-room uppper-step texture
PCCT FLAT23 ;preferred connection-room ceiling texture
PCFT FLOOR4_5 ;preferred connection-room floor texture
; X Y SCALEABLE VERT#
VERT -160 320 ;0
VERT 0 320 ;1
VERT 320 320 ;2
VERT 320 160 ;3
VERT 320 -160 ;4
VERT 320 -320 ;5
VERT 160 -320 ;6
VERT -160 -320 ;7
VERT -320 -320 ;8
VERT -320 -160 ;9
VERT -320 160 ;10
VERT -320 320 ;11
LINE 0 1 -1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 1 2 -1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 2 3 -1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 3 4 1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 4 5 -1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 5 6 -1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 6 7 1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 7 8 -1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 8 9 -1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 9 10 1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 10 11 -1 GSTVINE1 GSTVINE1 GSTVINE1
LINE 11 0 -1 GSTVINE1 GSTVINE1 GSTVINE1
END