deathballv18-rc2.pk3

PK3 12 MiB 32 map(s)

Counts

endoom0
graphics3
lumps1273
maps32
palettes0

Totals (across maps)

Things14
Linedefs189
Sectors35
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "026bcf96-2ec1-4388-a930-2a74a2e0a355",
    "sha1": "1523a81c9dbf8944f8ffea5c532feb7d681ecc27",
    "sha256": "645114ad91e23f95282cefb215f94c3c539d6ab508315ed0f3019140d1874576",
    "filenames": [
      "deathballv18-rc2.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2019-03-28 20:57:02",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png",
        "MAP02": "MAP02.png",
        "MAP03": "MAP03.png",
        "MAP04": "MAP04.png",
        "MAP05": "MAP05.png",
        "MAP06": "MAP06.png",
        "MAP07": "MAP07.png",
        "MAP08": "MAP08.png",
        "MAP09": "MAP09.png",
        "MAP10": "MAP10.png",
        "MAP11": "MAP11.png",
        "MAP12": "MAP12.png",
        "MAP13": "MAP13.png",
        "MAP14": "MAP14.png",
        "MAP15": "MAP15.png",
        "MAP16": "MAP16.png",
        "MAP17": "MAP17.png",
        "MAP18": "MAP18.png",
        "MAP19": "MAP19.png",
        "MAP20": "MAP20.png",
        "MAP21": "MAP21.png",
        "MAP22": "MAP22.png",
        "MAP23": "MAP23.png",
        "MAP24": "MAP24.png",
        "MAP25": "MAP25.png",
        "MAP26": "MAP26.png",
        "MAP27": "MAP27.png",
        "MAP28": "MAP28.png",
        "MAP29": "MAP29.png",
        "MAP30": "MAP30.png",
        "MAP31": "MAP31.png",
        "MAP32": "MAP32.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2019-03-28 20:57:02",
    "file": {
      "type": "PK3",
      "size": 12693814,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/1523a81c9dbf8944f8ffea5c532feb7d681ecc27/1523a81c9dbf8944f8ffea5c532feb7d681ecc27.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01",
        "MAP02",
        "MAP03",
        "MAP04",
        "MAP05",
        "MAP06",
        "MAP07",
        "MAP08",
        "MAP09",
        "MAP10",
        "MAP11",
        "MAP12",
        "MAP13",
        "MAP14",
        "MAP15",
        "MAP16",
        "MAP17",
        "MAP18",
        "MAP19",
        "MAP20",
        "MAP21",
        "MAP22",
        "MAP23",
        "MAP24",
        "MAP25",
        "MAP26",
        "MAP27",
        "MAP28",
        "MAP29",
        "MAP30",
        "MAP31",
        "MAP32"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 3,
        "lumps": 1273,
        "maps": 32,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Actors/Ballgun/Ballgun.txt",
        "contents": "Actor BallGun : Weapon\n{\n  Inventory.PickupMessage \"\"\n  Weapon.AmmoType \"BallAmmo\"\n  Weapon.AmmoGive 0\n  Weapon.AmmoUse 0\n  Weapon.SelectionOrder 0\n  +WEAPON.NOAUTOAIM\n  +WEAPON.CHEATNOTWEAPON\n  +WEAPON.NOAUTOFIRE\n  Weapon.PreferredSkin \"Ball-DoomMarine\"\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Fail\n  Ready:\n    BLGN A 0 ACS_Execute(218)\n    BLGN A 1 A_WeaponReady(2)\n    Loop\n  Deselect:\n    BLGN A 1 A_Lower\n    Loop\n  Select:\n    BLGN A 0 ACS_Execute(218)\n    BLGN A 1 A_Raise\n    Loop\n  Fire:\n    BLGN B 0 A_JumpIfInventory(\"BallSafety\", 1, \"Locked\")\n    BLGN B 0 ACS_ExecuteAlways(222, 0)\n    BLGN B 0 A_PlayWeaponSound(\"BallGun/Fire\")\n    BLGN B 0 A_TakeInventory(\"BallAmmo\", 1)\n    BLGN B 2 A_FireCustomMissile(\"DeathballProjectile\")\n    BLGN CCB 4\n    BLGN AAAAAAAAAA 1 A_Lower\n    BLGN A 0 A_TakeInventory(\"BallGun\", 0)\n    Goto Ready\n  Locked:\n    BLGN A 25 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n    Goto Ready\n  AltFire:\n    BLGN A 0 A_JumpIfInventory(\"BallSafety\", 1, \"Unlock\")\n    BLGN A 0 A_GiveInventory(\"BallSafety\", 1)\n    BLGN A 0 ACS_ExecuteAlways(224)\n    BLGN A 5 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n    Goto Ready\n  Unlock:\n    BLGN A 0 A_TakeInventory(\"BallSafety\", 1)\n    BLGN A 0 ACS_ExecuteAlways(225)\n    BLGN A 5 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n    Goto Ready\n   }\n}\n\nActor BallGun~ : Weapon\n{\n  Inventory.PickupMessage \"\"\n  Weapon.AmmoType \"BallAmmo\"\n  Weapon.AmmoGive 0\n  Weapon.AmmoUse 0\n  Weapon.SelectionOrder 0\n  +WEAPON.NOAUTOAIM\n  +WEAPON.CHEATNOTWEAPON\n  +WEAPON.NOAUTOFIRE\n  Weapon.PreferredSkin \"Ball-DoomMarine\"\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Fail\n  Ready:\n    BLGN A 0 ACS_Execute(218)\n    BLGN A 1 A_WeaponReady(2)\n    Loop\n  Deselect:\n    BLGN A 1 A_Lower\n    Loop\n  Select:\n    BLGN A 0 ACS_Execute(218)\n    BLGN A 1 A_Raise\n    Loop\n  Fire:\n    BLGN B 0 A_JumpIfInventory(\"BallSafety\", 1, \"Locked\")\n    BLGN B 0 ACS_ExecuteAlways(222, 0)\n    BLGN B 0 A_PlayWeaponSound(\"BallGun/Fire\")\n    BLGN B 0 A_TakeInventory(\"BallAmmo\", 1)\n    BLGN B 2 A_FireCustomMissile(\"DeathballProjectile2\")\n    BLGN CCB 4\n    BLGN AAAAAAAAAA 1 A_Lower\n    BLGN A 0 A_TakeInventory(\"BallGun~\", 0)\n    Goto Ready\n  Locked:\n    BLGN A 25 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n    Goto Ready\n  AltFire:\n    BLGN A 0 A_JumpIfInventory(\"BallSafety\", 1, \"Unlock\")\n    BLGN A 0 A_GiveInventory(\"BallSafety\", 1)\n    BLGN A 0 ACS_ExecuteAlways(224)\n    BLGN A 5 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n    Goto Ready\n  Unlock:\n    BLGN A 0 A_TakeInventory(\"BallSafety\", 1)\n    BLGN A 0 ACS_ExecuteAlways(225)\n    BLGN A 5 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n    Goto Ready\n   }\n}\n\nActor BallSafety : Inventory\n{\n  Inventory.MaxAmount 1\n  +Inventory.UnDroppable\n}\n\nActor BallAmmo : Ammo\n{\n  Inventory.Amount 0\n  Inventory.MaxAmount 1\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 1\n  Inventory.Icon \"TNT1A0\"\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Fail\n  }\n}\n\nActor DeathballProjectile\n{\n  Radius 12\n  Height 24\n  Speed 30\n  Damage (0)\n  Projectile\n  +BounceOnWalls\n  +BounceOnFloors\n  +BounceOnCeilings\n  +CanBounceWater\n  +AllowBounceOnActors\n  BounceFactor 0.55\n  WallBounceFactor 0.6\n  BounceCount 3\n  -NoTeleport\n  +TeleStomp\n  -NoGravity\n  +DontFall\n  +SkyExplode\n  +ForcePain\n  +BloodlessImpact\n  Gravity 0.75\n  DeathSound \"BallGun/Hit\"\n  BounceSound \"BallGun/Hit\"\n  DamageType \"Ball1\"\n  States\n  {\n  Spawn:\n    GFLA AAAA 1 Bright ACS_Execute(218)\n    GFLA A 0 Bright A_ClearTarget\n    GFLA AAAAAAAAAAAACCCCCCCCCCCCCCCCCCC 1 Bright ACS_Execute(218)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright ACS_Execute(218)\n    Loop\n  Death:\n    TNT1 A 1 A_SpawnItemEx(\"DeathBallPickup2\", 0, 0, 2, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n    Stop\n  XDeath:\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor DeathballProjectile2\n{\n  Radius 12\n  Height 24\n  Speed 30\n  Damage (0)\n  Projectile\n  +BounceOnWalls\n  +BounceOnFloors\n  +BounceOnCeilings\n  +CanBounceWater\n  +AllowBounceOnActors\n  BounceFactor 0.55\n  WallBounceFactor 0.6\n  BounceCount 3\n  -NoTeleport\n  +TeleStomp\n  -NoGravity\n  +DontFall\n  +SkyExplode\n  +ForcePain\n  +BloodlessImpact\n  Gravity 0.75\n  DeathSound \"BallGun/Hit\"\n  BounceSound \"BallGun/Hit\"\n  DamageType \"Ball2\"\n  States\n  {\n  Spawn:\n    GFLA AAAA 1 Bright ACS_Execute(218)\n    GFLA A 0 Bright A_ClearTarget\n    GFLA AAAAAAAAAAAACCCCCCCCCCCCCCCCCCC 1 Bright ACS_Execute(218)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright ACS_Execute(218)\n    Loop\n  Death:\n    TNT1 A 1 A_SpawnItemEx(\"DeathBallPickup3\", 0, 0, 2, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n    Stop\n  XDeath:\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor BallIconSpawner : CustomInventory\n{\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"\"\n  Inventory.MaxAmount 0\n  -CountItem\n  +Inventory.AutoActivate\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Fail\n  Use:\n    TNT1 A 1 A_SpawnItemEx(\"DeathBallIcon\", 0, 0, 58, 0, 0, 0, 0, 128)\n    Stop\n  }\n}\n\nActor DeathBallIcon\n{\n  +ClientSideOnly\n  +NoClip\n  +NoBlockmap\n  +NoGravity\n  +ForceYBillboard\n  Scale 0.18\n  States\n  {\n  Spawn:\n    BICN A 2 Bright\n    Stop\n  }\n}\n\nActor ScoreExplosion\n{\n  Radius 6\n  Height 8\n  Damage 0\n  Scale 0.85\n  RenderStyle Translucent\n  Alpha 0.75\n  +NOBLOCKMAP\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n    MISL B 0 bright\n    MISL B 0 bright A_PlaySound(\"weapons/rocklx\")\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Ballgun/Pickups.txt",
        "contents": "Actor DeathballPickupFunction : CustomInventory\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    Stop\n  Pickup:\n    TNT1 A 0 ACS_Execute(218)\n    TNT1 A 0 A_JumpIfInventory(\"ArrowSpawned\", 1, \"DontSpawnArrow\")\n    TNT1 A 0 A_JumpIf( Momz == 0, \"SpawnArrow\")\n    Stop\n  SpawnArrow:\n    TNT1 A 0 A_GiveInventory(\"ArrowSpawned\", 1)\n    TNT1 A 0 A_SpawnItemEx(\"GreenBallArrow\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0, 8391)\n    Stop\n  DontSpawnArrow:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor DeathballPickup : CustomInventory 10000\n{\n  Radius 12\n  Height 24\n  Inventory.PickupMessage \"You got the ball!\"\n  Inventory.Icon \"GFLAB0\"\n  Inventory.PickupSound \"BallGun/Pickup\"\n  Inventory.MaxAmount 0\n  +Inventory.AutoActivate\n  +Inventory.AlwaysPickup\n  +Inventory.FancyPickupSound\n  States\n  {\n  Spawn:\n    GFLA AAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"BallGun\", 1)\n    TNT1 A 0 A_GiveInventory(\"BallAmmo\", 1)\n    TNT1 A 0 A_SelectWeapon(\"BallGun\")\n    TNT1 A 0 ACS_Execute(213)\n    Stop\n  }\n}\n\nActor DeathballPickup2 : CustomInventory\n{\n  Radius 12\n  Height 24\n  Inventory.PickupMessage \"You got the ball!\"\n  Inventory.Icon \"GFLAB0\"\n  Inventory.PickupSound \"BallGun/Pickup\"\n  Inventory.MaxAmount 0\n  Monster\n  -CountKill\n  -Shootable\n  -Solid\n  +Inventory.AutoActivate\n  +Inventory.AlwaysPickup\n  +Inventory.FancyPickupSound\n  States\n  {\n  Spawn:\n    GLFA A 0\n    GFLA A 0 A_GiveInventory(\"ITSABALL\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA A 0 ACS_Execute(209)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"BallGun~\", 1)\n    TNT1 A 0 A_GiveInventory(\"BallAmmo\", 1)\n    TNT1 A 0 A_SelectWeapon(\"BallGun~\")\n    TNT1 A 0 ACS_Execute(213)\n    Stop\n  Remove:\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GLFA A 1 Bright ACS_Execute(209)\n    Stop\n  }\n}\n\nActor DeathballPickup3 : CustomInventory\n{\n  Radius 12\n  Height 24\n  Inventory.PickupMessage \"You got the ball!\"\n  Inventory.Icon \"GFLAB0\"\n  Inventory.PickupSound \"BallGun/Pickup\"\n  Inventory.MaxAmount 0\n  Monster\n  -CountKill\n  -Shootable\n  -Solid\n  +Inventory.AutoActivate\n  +Inventory.AlwaysPickup\n  +Inventory.FancyPickupSound\n  States\n  {\n  Spawn:\n    GLFA A 0\n    GFLA A 0 A_GiveInventory(\"ITSABALL\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA A 0 ACS_Execute(209)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"BallGun\", 1)\n    TNT1 A 0 A_GiveInventory(\"BallAmmo\", 1)\n    TNT1 A 0 A_SelectWeapon(\"BallGun\")\n    TNT1 A 0 ACS_Execute(213)\n    Stop\n  Remove:\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n    GLFA A 1 Bright ACS_Execute(209)\n    Stop\n  }\n}\n\nActor GreenBallArrow : CustomInventory\n{\n  Radius 12\n  Height 24\n  +ForceYBillboard\n  Scale 0.1\n  RenderStyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    GRAR A 1 Bright\n    Loop\n  }\n}\n\nActor ArrowSpawned : Inventory\n{\n  Inventory.MaxAmount 1\n}\n\nActor ITSABALL : Inventory\n{\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    Fail\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Decoration.txt",
        "contents": "Actor BluePitArrow 10001\n{\n  +ClientSideOnly\n  +NoClip\n  +NoBlockmap\n  +NoGravity\n  +ForceYBillboard\n  +FloatBob\n  Scale 0.2\n  VisibleToTeam 0\n  RenderStyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    BLAR A -1 Bright\n    Loop\n  }\n}\n\nActor RedPitArrow 10002\n{\n  +ClientSideOnly\n  +NoClip\n  +NoBlockmap\n  +NoGravity\n  +ForceYBillboard\n  +FloatBob\n  Scale 0.2\n  VisibleToTeam 1\n  RenderStyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    REAR A -1 Bright\n    Loop\n  }\n}\n\n//******** MedievalPillar ********\n\nACTOR MedievalPillar 10243\n{\n  Radius 16\n  Height 128\n  +SOLID\n  States\n  {\n  Spawn:\n    PLE9 A -1\n    Stop\n  }\n}\n\n//******** Spectators ********\n\nActor WaveMarine 10244\n{\n  Game Doom\n  radius 20\n  height 56\n  +SOLID\n  states\n  {\n  Spawn:\n    MRNW AB 10\n    loop\n  }\n}\n\nActor HeadBangMarine 10245\n{\n  Game Doom\n  radius 20\n  height 56\n  +SOLID\n  states\n  {\n  Spawn:\n    MRNH ABCB 7\n    loop\n  }\n}\n\nActor FistMarine 10246\n{\n  Game Doom\n  radius 20\n  height 56\n  +SOLID\n  states\n  {\n  Spawn:\n    MRNC AB 8\n    loop\n  }\n}\n\n//******** Rain ********\n//Place the RainDropSpawner on your map, and use values set on the specials tab to modify it\n\n//The first argument controls it's area. 128, for example makes it a 256x256 square or 256-radius circle (See fourth argument)\n//The second argument controls it's frequency. The lower the number, the heavier the rainfall\n//The third argument controls whether or not it plays it's ambient sound. 0 will play the sound, 1 will not\n//The fourth argument controls the area type. 0 is a square, 1 is a circle\n\nActor RainSpawner 10247\n{\n  Radius 1\n  Height 1\n  +NoClip\n  +ClientSideOnly\n  +SpawnCeiling\n  +NoGravity\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"NoSound\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, \"Circle\")\n    TNT1 A 0 A_PlaySoundEx(\"Ambient/Rain\", \"SoundSlot7\", 1)\n    TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    Loop\n  Circle:\n    TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])\n  NoSound:\n    TNT1 A 0 A_Jumpif(Args[3] > 0, \"NoSoundCircle\")\n    TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    Loop\n  NoSoundCircle:\n    TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])\n    Loop\n  }\n}\n\nActor RainDrop\n{\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  Height 2\n  Radius 2\n  Mass 1\n  Renderstyle Translucent\n  Alpha 0.7\n  Scale 0.4\n  +DontSplash\n  States\n  {\n  Spawn:\n    RNDR A 1 A_JumpIf(WaterLevel > 0, \"Death\")\n    Loop\n  Death:\n    RNDR BCDEFGH 3\n    Stop\n  }\n}\n\n//******** Map18 St00f ********\n\nActor BaseLine\n{\n +Missile\n +NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 0.01\n Scale 0.37\n States\n {\n  Spawn:\n   SPFX AAAAA 1 Bright A_FadeIn(0.2)\n   SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n   Stop\n }\n}\n\nactor WhitePowerPad 10248\n{\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n        states\n        {\n        Spawn:\n           Active:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\n        \tTNT1 A 1 A_SpawnItemEx (\"BaseLine\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n        \tLoop\n           Circle:\n        \tTNT1 A 0\n        \tTNT1 A 1 A_SpawnItemEx (\"BaseLine\", random(-Args[0], Args[0]), 0, random(0, 8), 0, 0, random(1,3), Random(0, 360), 129, 0)\n        \tLoop\n           Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n        }\n\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Player.txt",
        "contents": "Actor DoomMarine : DoomPlayer\n{\n  GibHealth -50\n  +NoSkin\n  Player.SoundClass \"Marine\"\n  Player.StartItem \"Pistol~\"\n  Player.StartItem \"Fist~\"\n  Player.StartItem \"Clip\", 50\n  States\n  {\n  Pain.Ball1:\n    PLAY G 0 A_PlaySound(\"BallGun/Pickup\",CHAN_ITEM)\n    PLAY G 0 A_GiveInventory(\"DeathballPickup2\")\n    PLAY G 4\n    Goto Spawn\n  Pain.Ball2:\n    PLAY G 0 A_PlaySound(\"BallGun/Pickup\",CHAN_ITEM)\n    PLAY G 0 A_GiveInventory(\"DeathballPickup3\")\n    PLAY G 4\n    Goto Spawn\n  Death:\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n  XDeath:\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Sprees.txt",
        "contents": "Actor SpreeCheck : Inventory\n{\nInventory.MaxAmount 30\n}\n\nActor Spree1 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree2 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree3 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree4 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree5 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree6 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor MultiKill : Inventory\n{\nInventory.MaxAmount 8\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Chaingun.txt",
        "contents": "Actor Chaingun~ : Chaingun replaces Chaingun\n{\n  Decal Bulletchip\n  Weapon.SlotNumber 4\n  Weapon.SlotPriority 0\n  Weapon.PreferredSkin \"Chaingun-DoomMarine\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Chainsaw.txt",
        "contents": "Actor Chainsaw~ : Chainsaw replaces Chainsaw\n{\n  Weapon.SlotNumber 1\n  Weapon.SlotPriority 1\n  Weapon.PreferredSkin \"Chainsaw-DoomMarine\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Fist.txt",
        "contents": "ACTOR Berserk2 : Berserk replaces Berserk\n{\n  States\n  {\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n    TNT1 A 0 HealThing(100, 0)\n    TNT1 A 0 A_SelectWeapon(\"Fist~\")\n    Stop\n  }\n}\n\nActor Fist~ : Fist replaces Fist\n{\n  Weapon.SlotNumber 1\n  Weapon.SlotPriority 0\n  Weapon.PreferredSkin \"Fist-DoomMarine\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Pistol.txt",
        "contents": "Actor Pistol~ : Pistol replaces Pistol\n{\n  Decal Bulletchip\n  Weapon.SlotNumber 2\n  Weapon.SlotPriority 0\n  Weapon.PreferredSkin \"Pistol-DoomMarine\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/PlasmaRifle.txt",
        "contents": "Actor PlasmaRifle~ : PlasmaRifle replaces PlasmaRifle\n{\n  Decal PlasmaScorch\n  Weapon.SlotNumber 6\n  Weapon.SlotPriority 0\n  Weapon.PreferredSkin \"Plasma-DoomMarine\"\n  States\n  {\n  Fire:\n    PLSG A 0 A_JumpIfInventory(\"RedTeamChecker\", 1, 4)\n    PLSG A 0 A_FireCustomMissile (\"PlasmaBall\")\n    PLSG A 3 A_GunFlash\n    PLSG B 20 A_ReFire\n    goto Ready\n    PLSG A 0 A_FireCustomMissile (\"RedPlasmaBall\")\n    PLSG A 3 A_GunFlash\n    PLSG B 20 A_ReFire\n    goto Ready\n  Flash:\n    PLSF A 0 A_JumpIfInventory(\"RedTeamChecker\", 1, 6)\n    PLSF A 0 bright A_Jump (128, 3)\n    PLSF A 4 bright A_Light1\n    PLSF A 0 bright A_Light0\n    stop\n    PLSF B 4 bright A_Light1\n    PLSF B 0 bright A_Light0\n    stop\n    RLSF A 0 bright A_Jump (128, 3)\n    RLSF A 4 bright A_Light1\n    RLSF A 0 bright A_Light0\n    stop\n    RLSF B 4 bright A_Light1\n    RLSF B 0 bright A_Light0\n    stop\n  }\n}\n\nActor RedPlasmaBall : PlasmaBall\n{\n  Decal RedPlasmaScorch\n  states\n  {\n  Spawn:\n    RLSS AAABBB 1 Bright\n    loop\n  Death:\n    RLSE ABCDE 4 bright\n    stop\n  }\n}\n\nActor RedTeamChecker : Inventory\n{\n  +INVENTORY.UNDROPPABLE\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Fail\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Railgun.txt",
        "contents": "ACTOR RailGun~ : Weapon Replaces Railgun\n{\n  SpawnID 164\n  Radius 20\n  Height 16\n  Weapon.Selectionorder 100\n  Weapon.AmmoUse 10\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Cell\"\n  Inventory.Pickupmessage \"You got the Railgun!\"\n  Obituary \"%o was railed by %k.\"\n  AttackSound \"weapons/dbrailfire\"\n  Decal RailScorch\n  Weapon.SlotNumber 6\n  Weapon.SlotPriority 1\n  Weapon.PreferredSkin \"Railgun-DoomMarine\"\n  States\n  {\n  Ready:\n    RLGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    RLGG A 1 A_Lower\n    Loop\n  Select:\n    RLGG A 1 A_Raise\n    Loop\n  Fire:\n    RLGG E 0 A_JumpIfInventory(\"RedTeamChecker\", 1, 14)\n    RLGG E 0 A_GunFlash\n    RLGG D 3 A_RailAttack(random(100,105), 0, 1, \"55 55 FF\", \"00 00 FF\", 0, 1, \"DBRailPuff\")\n    RLGG E 12\n    RLGG F 3 A_CheckReload\n    RLGG F 3 A_PlaySound(\"weapons/dbrailreload\")\n    RLGG GHIJKL 6\n    RLGG A 3\n    RLGG A 0 A_ReFire\n    Goto Ready\n    RLGG E 0 A_GunFlash\n    RLGG D 3 A_RailAttack(random(100,105), 0, 1, \"FF 55 55\", \"FF 00 00\", 0, 1, \"DBRailPuff\")\n    RLGG E 12\n    RLGG F 3 A_CheckReload\n    RLGG F 3 A_PlaySound(\"weapons/dbrailreload\")\n    RLGG GHIJKL 6\n    RLGG A 3\n    RLGG A 0 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 5 bright A_Light1\n    TNT1 A 5 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    Goto LightDone\n  Spawn:\n    RAIL A -1\n    Stop\n  }\n}\n\nActor DBRailPuff : Bulletpuff\n{\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/RocketLauncher.txt",
        "contents": "Actor RocketLauncher~ : RocketLauncher replaces RocketLauncher\n{\n  Weapon.SlotNumber 5\n  Weapon.SlotPriority 0\n  Weapon.PreferredSkin \"Rocket-DoomMarine\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Shotgun.txt",
        "contents": "Actor Shotgun~ : Shotgun replaces Shotgun\n{\n  Decal Bulletchip\n  Weapon.SlotNumber 3\n  Weapon.SlotPriority 0\n  Weapon.PreferredSkin \"Shotgun-DoomMarine\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/SuperShotgun.txt",
        "contents": "Actor SuperShotgun~ : SuperShotgun replaces SuperShotgun\n{\n  Decal Bulletchip\n  Weapon.SlotNumber 3\n  Weapon.SlotPriority 1\n  Weapon.PreferredSkin \"SSG-DoomMarine\"\n}"
      },
      {
        "source": "pk3",
        "name": "AncrInfo.txt",
        "contents": "{\nName = \"Deathball Announcer\"\nOneMinuteWarning = announcer/db/oneminutewarning\nFiveMinuteWarning = announcer/db/fiveminutewarning\n}"
      },
      {
        "source": "pk3",
        "name": "AnimDefs.txt",
        "contents": "warp flat WATER\nwarp flat RWATER\nwarp flat BWATER\n\ntexture BWFALL1\npic 1 tics 8\npic 2 tics 8\npic 3 tics 8\npic 4 tics 8\n\ntexture SLADRIP1\npic 1 tics 8\npic 2 tics 8\npic 3 tics 8\n\ntexture RSTEP1\npic 1 tics 1\npic 2 tics 1\n\ntexture BSTEP1\npic 1 tics 1\npic 2 tics 1\n\ntexture NEWFANB1\npic 1 tics 1\npic 2 tics 1\npic 3 tics 1\npic 4 tics 1\npic 5 tics 1\npic 6 tics 1\n\ntexture GSTEP1\npic 1 tics 1\npic 2 tics 1\n\ntexture TREEGF1\npic 1 tics 1\npic 2 tics 1\n\ntexture TREEGB1\npic 1 tics 1\npic 2 tics 1\n\ntexture TREEWF1\npic 1 tics 1\npic 2 tics 1\n\ntexture TREEWB1\npic 1 tics 1\npic 2 tics 1\n\ntexture LITEWT1\npic 1 tics 1\npic 2 tics 1\n\ntexture LITERT1\npic 1 tics 1\npic 2 tics 1\n\ntexture FANSW1\npic 1 tics 2\npic 2 tics 2\n\nflat FANFLAT1\npic 1 tics 2\npic 2 tics 2"
      },
      {
        "source": "pk3",
        "name": "CmpgnInf.txt",
        "contents": "{\nMapname = Map01\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map02\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Crash\nbotteam[3] = Red\nbot[4] = Chubbs\nbotteam[4] = Blue\n}\n\n{\nMapname = Map03\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map04\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Seenas\nbotteam[3] = Red\nbot[4] = Massmouth\nbotteam[4] = Blue\n}\n\n{\nMapname = Map05\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map06\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map07\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map08\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map09\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map10\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Crash\nbotteam[3] = Red\nbot[4] = Chubbs\nbotteam[4] = Blue\n}\n\n{\nMapname = Map11\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map12\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Seenas\nbotteam[3] = Red\nbot[4] = Massmouth\nbotteam[4] = Blue\n}\n\n{\nMapname = Map13\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map14\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map15\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map16\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map17\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map18\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Crash\nbotteam[3] = Red\nbot[4] = Chubbs\nbotteam[4] = Blue\n}\n\n{\nMapname = Map19\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map20\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Seenas\nbotteam[3] = Red\nbot[4] = Massmouth\nbotteam[4] = Blue\n}\n\n{\nMapname = Map21\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map22\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map23\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map31\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Crash\nbotteam[3] = Red\nbot[4] = Chubbs\nbotteam[4] = Blue\n}\n\n{\nMapname = Map32\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}"
      },
      {
        "source": "pk3",
        "name": "DecalDef.txt",
        "contents": "//******** Red Plasma Scorches ********\n\ndecal RedPlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedPlasmaScorch1\n{\n\tpic RLSSA0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal RedPlasmaScorchLower1\n}\n\ndecal RedPlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedPlasmaScorch2\n{\n\tpic RLSSB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal RedPlasmaScorchLower2\n}\n\ndecalgroup RedPlasmaScorchLower\n{\n\tRedPlasmaScorchLower1\t1\n\tRedPlasmaScorchLower2\t1\n}\n\ndecalgroup RedPlasmaScorch\n{\n\tRedPlasmaScorch1\t1\n\tRedPlasmaScorch2\t1\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "#Include \"Actors/Ballgun/Ballgun.txt\"\n#Include \"Actors/Ballgun/Pickups.txt\"\n#Include \"Actors/Decoration.txt\"\n#Include \"Actors/Player.txt\"\n#Include \"Actors/Sprees.txt\"\n\n#Include \"Actors/Weapons/Fist.txt\"\n#Include \"Actors/Weapons/Chainsaw.txt\"\n#Include \"Actors/Weapons/Pistol.txt\"\n#Include \"Actors/Weapons/Shotgun.txt\"\n#Include \"Actors/Weapons/SuperShotgun.txt\"\n#Include \"Actors/Weapons/Chaingun.txt\"\n#Include \"Actors/Weapons/RocketLauncher.txt\"\n#Include \"Actors/Weapons/PlasmaRifle.txt\"\n#Include \"Actors/Weapons/Railgun.txt\""
      },
      {
        "source": "pk3",
        "name": "GameInfo.txt",
        "contents": "STARTUPTITLE = \"DeathBall v1.8\"\nSTARTUPCOLORS = \"FF0000\", \"000000\""
      }
    ]
  },
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