ovldmapsrc3.pk3

PK3 8.1 MiB 0 map(s)

Counts

endoom0
graphics2
lumps524
maps11
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "03a609fa-ed42-41c9-9ee5-09d6b604a7ae",
    "sha1": "1fd78855c9e2cd1f6316b8287a320325ce561a11",
    "sha256": "a46fc5b019ca757e4208511dfbc9b524eaa84e0f33a1fc5a1b7744f8a9668a1a",
    "filenames": [
      "ovldmapsrc3.pk3"
    ],
    "additional": {
      "engines": [
        "GZDOOM"
      ],
      "iwad": [
        "DOOM2"
      ],
      "filename": null,
      "added": "2013-04-19 03:01:43",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "OVLD01": "OVLD01.png",
        "OVLD02": "OVLD02.png",
        "OVLD03": "OVLD03.png",
        "OVLD04": "OVLD04.png",
        "OVLD05": "OVLD05.png",
        "OVLD06": "OVLD06.png",
        "OVLD07": "OVLD07.png",
        "OVLD08": "OVLD08.png",
        "OVLD09": "OVLD09.png",
        "OVLD10": "OVLD10.png",
        "OVLD11": "OVLD11.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2013-04-19 03:01:43",
    "file": {
      "type": "PK3",
      "size": 8481770,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/1fd78855c9e2cd1f6316b8287a320325ce561a11/1fd78855c9e2cd1f6316b8287a320325ce561a11.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "OVLD01",
        "OVLD02",
        "OVLD03",
        "OVLD04",
        "OVLD05",
        "OVLD06",
        "OVLD07",
        "OVLD08",
        "OVLD09",
        "OVLD10",
        "OVLD11"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 524,
        "maps": 11,
        "palettes": 0
      },
      "engines_guess": [
        "GZDOOM"
      ],
      "iwads_guess": [
        "DOOM2"
      ]
    },
    "analysis": {
      "title": "ovldmapsrc3.pk3",
      "description": "A GZDoom-only Doom II mapset structured as an 11-map episode (OVLD01–OVLD11) with custom MAPINFO, a dedicated “overload” skill, and heavy use of modern presentation features like smooth lighting, dynamic lights, animated/warped liquids, and ambient soundscapes. The package includes custom decorative actors (fire spawners with looping sounds and flickering lights, lightning effects, and large tech lanterns) and multiple custom music tracks, giving the set a polished, modern feel. Based on the map names and skies, the visual direction leans toward a mixed tech/industrial and hazard-heavy style (sewers, industrial spaces, fire/ice setpieces, and space/void backdrops) rather than a single consistent theme. Progression is presented as a straightforward episode chain from map to map, with an emphasis on atmosphere and set dressing enabled by GZDoom features.",
      "tags": [
        "11_maps",
        "ambient_sounds",
        "animated_textures",
        "custom_music",
        "decorative_actors",
        "doom2",
        "dynamic_lights",
        "episode",
        "gzdoom",
        "hazard_theme",
        "industrial",
        "mixed_theme",
        "sewer",
        "space",
        "techbase",
        "warped_liquids"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/Fire.txt",
        "contents": "Actor FireSpawner : SwitchableDecoration 17050\n{\n  Height 40\n  Radius 30\n  +ClientSideOnly\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +NoSector\n  +NoInteraction\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[1] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"SFX/FireStart\", \"SoundSlot7\", 0)\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Medium\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Large\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"SFX/FireLoop1\", \"SoundSlot6\", 1)\n    TNT1 A 0 A_SpawnItemEx(\"SmallFlame\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_Jump(216, 3)\n    TNT1 A 1 A_SpawnItemEx(\"Flame1A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_SpawnItemEx(\"Ember1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump(176, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame1B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump(136, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame2A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump(96, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame2B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump(56, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame3A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 1 A_SpawnItemEx(\"Flame3B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Medium:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"SFX/FireLoop2\", \"SoundSlot6\", 1)\n    TNT1 A 0 A_SpawnItemEx(\"MediumFlame\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_Jump(216, 3)\n    TNT1 A 1 A_SpawnItemEx(\"Flame4A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_SpawnItemEx(\"Ember2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump(176, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame4B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump(136, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame5A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump(96, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame5B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump(56, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame6A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 1 A_SpawnItemEx(\"Flame6B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Large:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"SFX/FireLoop3\", \"SoundSlot6\", 1)\n    TNT1 A 0 A_SpawnItemEx(\"LargeFlame\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_Jump (216, 3)\n    TNT1 A 1 A_SpawnItemEx(\"Flame7A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_SpawnItemEx(\"Ember2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump (176, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame7B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump (136, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame8A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump (96, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame8B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 0 A_Jump (56, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Flame9A\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n    TNT1 A 1 A_SpawnItemEx(\"Flame9B\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Inactive:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"SFX/FireDie\", \"SoundSlot7\", 0)\n    TNT1 A -1 A_StopSoundEx(\"SoundSlot6\")\n    Goto Inactive+2\n  }\n}\n\n//Dynamic Light actors\nActor SmallFlame\n{\n  +ClientSideOnly\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  States\n  {\n  Spawn:\n   TNT1 A 1\n   Stop\n  }\n}\n\nActor MediumFlame : SmallFlame { }\nActor LargeFlame : SmallFlame { }\n\n//Flames and particles\n\nActor Flame1A\n{\n  Height 2\n  Radius 1\n  +NoGravity\n  +NoBlockMap\n  +Missile\n  +NoInteraction\n  +ForceXYBillboard\n  RenderStyle Add\n  Alpha 0.8\n  Scale 0.35\n  States\n  {\n  Spawn:\n    FLM1 A 0\n    FLM1 A 0 ThrustThingZ(0, Random(2, 6), 0, 0)\n    FLM1 A 0 ThrustThing(Random(0, 255), Random(0, 1), 0, 0)\n    FLM1 ABCDE 2 Bright\n    FLM1 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM1 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM1 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM1 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM1 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM1 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM1 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM1 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM1 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM1 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM1 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM1 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM1 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM1 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame1B : Flame1A\n{\n  States\n  {\n  Spawn:\n    FLM2 A 0\n    FLM2 A 0 ThrustThingZ(0, Random(2, 6), 0, 0)\n    FLM2 A 0 ThrustThing(Random(0, 255), Random(0, 1), 0, 0)\n    FLM2 ABCDE 2 Bright\n    FLM2 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM2 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM2 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM2 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM2 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM2 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM2 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM2 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM2 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM2 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM2 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM2 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM2 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM2 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame2A : Flame1A\n{\n  States\n  {\n  Spawn:\n    FLM3 A 0\n    FLM3 A 0 ThrustThingZ(0, Random(2, 6), 0, 0)\n    FLM3 A 0 ThrustThing(Random(0, 255), Random(0, 1), 0, 0)\n    FLM3 ABCDE 2 Bright\n    FLM3 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM3 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM3 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM3 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM3 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM3 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM3 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM3 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM3 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM3 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM3 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM3 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM3 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM3 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame2B : Flame1A\n{\n  States\n  {\n  Spawn:\n    FLM4 A 0\n    FLM4 A 0 ThrustThingZ(0, Random(2, 6), 0, 0)\n    FLM4 A 0 ThrustThing(Random(0, 255), Random(0, 1), 0, 0)\n    FLM4 ABCDE 2 Bright\n    FLM4 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM4 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM4 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM4 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM4 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM4 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM4 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM4 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM4 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM4 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM4 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM4 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM4 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM4 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame3A : Flame1A\n{\n  States\n  {\n  Spawn:\n    FLM5 A 0\n    FLM5 A 0 ThrustThingZ(0, Random(2, 6), 0, 0)\n    FLM5 A 0 ThrustThing(Random(0, 255), Random(0, 1), 0, 0)\n    FLM5 ABCDE 2 Bright\n    FLM5 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM5 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM5 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM5 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM5 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM5 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM5 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM5 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM5 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM5 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM5 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM5 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM5 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM5 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame3B : Flame1A\n{\n  States\n  {\n  Spawn:\n    FLM6 A 0\n    FLM6 A 0 ThrustThingZ(0, Random(2, 6), 0, 0)\n    FLM6 A 0 ThrustThing(Random(0, 255), Random(0, 1), 0, 0)\n    FLM6 ABCDE 2 Bright\n    FLM6 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM6 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM6 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM6 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM6 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM6 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM6 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM6 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM6 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM6 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM6 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM6 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM6 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM6 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame4A\n{\n  Height 2\n  Radius 1\n  +NoGravity\n  +NoBlockMap\n  +Missile\n  +NoInteraction\n  +ForceXYBillboard\n  RenderStyle Add\n  Alpha 0.8\n  Scale 0.7\n  States\n  {\n  Spawn:\n    FLM1 A 0\n    FLM1 A 0 ThrustThingZ(0, Random(4, 12), 0, 0)\n    FLM1 A 0 ThrustThing(Random(0, 255), Random(0, 2), 0, 0)\n    FLM1 ABCDE 2 Bright\n    FLM1 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM1 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM1 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM1 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM1 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM1 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM1 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM1 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM1 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM1 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM1 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM1 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM1 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM1 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame4B : Flame4A\n{\n  States\n  {\n  Spawn:\n    FLM2 A 0\n    FLM2 A 0 ThrustThingZ(0, Random(4, 12), 0, 0)\n    FLM2 A 0 ThrustThing(Random(0, 255), Random(0, 2), 0, 0)\n    FLM2 ABCDE 2 Bright\n    FLM2 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM2 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM2 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM2 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM2 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM2 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM2 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM2 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM2 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM2 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM2 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM2 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM2 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM2 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame5A : Flame4A\n{\n  States\n  {\n  Spawn:\n    FLM3 A 0\n    FLM3 A 0 ThrustThingZ(0, Random(4, 12), 0, 0)\n    FLM3 A 0 ThrustThing(Random(0, 255), Random(0, 2), 0, 0)\n    FLM3 ABCDE 2 Bright\n    FLM3 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM3 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM3 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM3 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM3 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM3 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM3 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM3 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM3 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM3 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM3 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM3 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM3 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM3 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame5B : Flame4A\n{\n  States\n  {\n  Spawn:\n    FLM4 A 0\n    FLM4 A 0 ThrustThingZ(0, Random(4, 12), 0, 0)\n    FLM4 A 0 ThrustThing(Random(0, 255), Random(0, 2), 0, 0)\n    FLM4 ABCDE 2 Bright\n    FLM4 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM4 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM4 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM4 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM4 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM4 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM4 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM4 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM4 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM4 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM4 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM4 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM4 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM4 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame6A : Flame4A\n{\n  States\n  {\n  Spawn:\n    FLM5 A 0\n    FLM5 A 0 ThrustThingZ(0, Random(4, 12), 0, 0)\n    FLM5 A 0 ThrustThing(Random(0, 255), Random(0, 2), 0, 0)\n    FLM5 ABCDE 2 Bright\n    FLM5 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM5 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM5 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM5 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM5 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM5 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM5 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM5 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM5 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM5 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM5 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM5 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM5 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM5 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame6B : Flame4A\n{\n  States\n  {\n  Spawn:\n    FLM6 A 0\n    FLM6 A 0 ThrustThingZ(0, Random(4, 12), 0, 0)\n    FLM6 A 0 ThrustThing(Random(0, 255), Random(0, 2), 0, 0)\n    FLM6 ABCDE 2 Bright\n    FLM6 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM6 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM6 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM6 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM6 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM6 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM6 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM6 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM6 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM6 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM6 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM6 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM6 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM6 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame7A\n{\n  Height 2\n  Radius 1\n  +NoGravity\n  +NoBlockMap\n  +Missile\n  +NoInteraction\n  +ForceXYBillboard\n  RenderStyle Add\n  Alpha 0.8\n  Scale 1.4\n  States\n  {\n  Spawn:\n    FLM1 A 0\n    FLM1 A 0 ThrustThingZ(0, Random(8, 24), 0, 0)\n    FLM1 A 0 ThrustThing(Random(0, 255), Random(0, 4), 0, 0)\n    FLM1 ABCDE 2 Bright\n    FLM1 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM1 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM1 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM1 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM1 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM1 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM1 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM1 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM1 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM1 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM1 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM1 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM1 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM1 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame7B : Flame7A\n{\n  States\n  {\n  Spawn:\n    FLM2 A 0\n    FLM2 A 0 ThrustThingZ(0, Random(8, 24), 0, 0)\n    FLM2 A 0 ThrustThing(Random(0, 255), Random(0, 4), 0, 0)\n    FLM2 ABCDE 2 Bright\n    FLM2 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM2 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM2 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM2 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM2 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM2 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM2 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM2 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM2 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM2 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM2 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM2 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM2 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM2 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame8A : Flame7A\n{\n  States\n  {\n  Spawn:\n    FLM3 A 0\n    FLM3 A 0 ThrustThingZ(0, Random(8, 24), 0, 0)\n    FLM3 A 0 ThrustThing(Random(0, 255), Random(0, 4), 0, 0)\n    FLM3 ABCDE 2 Bright\n    FLM3 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM3 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM3 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM3 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM3 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM3 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM3 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM3 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM3 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM3 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM3 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM3 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM3 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM3 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame8B : Flame7A\n{\n  States\n  {\n  Spawn:\n    FLM4 A 0\n    FLM4 A 0 ThrustThingZ(0, Random(8, 24), 0, 0)\n    FLM4 A 0 ThrustThing(Random(0, 255), Random(0, 4), 0, 0)\n    FLM4 ABCDE 2 Bright\n    FLM4 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM4 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM4 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM4 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM4 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM4 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM4 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM4 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM4 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM4 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM4 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM4 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM4 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM4 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame9A : Flame7A\n{\n  States\n  {\n  Spawn:\n    FLM5 A 0\n    FLM5 A 0 ThrustThingZ(0, Random(8, 24), 0, 0)\n    FLM5 A 0 ThrustThing(Random(0, 255), Random(0, 4), 0, 0)\n    FLM5 ABCDE 2 Bright\n    FLM5 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM5 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM5 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM5 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM5 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM5 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM5 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM5 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM5 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM5 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM5 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM5 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM5 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM5 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Flame9B : Flame7A\n{\n  States\n  {\n  Spawn:\n    FLM6 A 0\n    FLM6 A 0 ThrustThingZ(0, Random(8, 24), 0, 0)\n    FLM6 A 0 ThrustThing(Random(0, 255), Random(0, 4), 0, 0)\n    FLM6 ABCDE 2 Bright\n    FLM6 F 1 Bright A_SetTranslucent(0.75, 1)\n    FLM6 F 1 Bright A_SetTranslucent(0.7, 1)\n    FLM6 G 1 Bright A_SetTranslucent(0.65, 1)\n    FLM6 G 1 Bright A_SetTranslucent(0.6, 1)\n    FLM6 H 1 Bright A_SetTranslucent(0.55, 1)\n    FLM6 H 1 Bright A_SetTranslucent(0.5, 1)\n    FLM6 I 1 Bright A_SetTranslucent(0.45, 1)\n    FLM6 I 1 Bright A_SetTranslucent(0.4, 1)\n    FLM6 J 1 Bright A_SetTranslucent(0.35, 1)\n    FLM6 J 1 Bright A_SetTranslucent(0.3, 1)\n    FLM6 K 1 Bright A_SetTranslucent(0.25, 1)\n    FLM6 K 1 Bright A_SetTranslucent(0.2, 1)\n    FLM6 L 1 Bright A_SetTranslucent(0.15, 1)\n    FLM6 L 1 Bright A_SetTranslucent(0.1, 1)\n    Stop\n  }\n}\n\nActor Ember1 : Flame1A\n{\n  Scale 0.1\n  States\n  {\n  Spawn:\n    EMBR A 0\n    EMBR A 0 ThrustThingZ(0, Random(4, 16), 0, 0)\n    EMBR A 0 ThrustThing(Random(0, 255), Random(0, 1), 0, 0)\n    EMBR A 32 Bright\n  Death:\n    EMBR A 2 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor Ember2 : Flame1A\n{\n  Scale 0.1\n  States\n  {\n  Spawn:\n    EMBR A 0\n    EMBR A 0 ThrustThingZ(0, Random(4, 16), 0, 0)\n    EMBR A 0 ThrustThing(Random(0, 255), Random(0, 1), 0, 0)\n    EMBR A 64 Bright\n  Death:\n    EMBR A 2 Bright A_FadeOut(0.1)\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/MapObjects.txt",
        "contents": "actor RocketExplosion 15000\n{\n        +NOGRAVITY +NOINTERACTION\n        states\n\t\t{\n        Spawn:\n                MISL B 0\n                MISL B 8 BRIGHT A_Explode\n                MISL C 6 BRIGHT\n                MISL D 4 BRIGHT\n                stop\n        }\n}\n\n// MAPMARKERS\nactor PlasmaRifleMapMarker : MapMarker 17000 {\n\tscale 0.2\n\tstates {\n\tSpawn:\n\t\tPLAS A -1\n\t\tstop\n\t}\n}\n\nactor BlurSphereMapMarker : MapMarker 17001 {\n\tscale 0.2\n\tstates {\n\tSpawn:\n\t\tPINS A -1\n\t\tstop\n\t}\n}\n\nactor ProsperityRuneMapMarker : MapMarker 17002 {\n\tscale 0.4\n\tstates {\n\tSpawn:\n\t\tPRSR A -1\n\t\tstop\n\t}\n}\n\n// OVLD06 RED LIGHTNING\nactor RedLightningA {\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tdamage (0)\n\tspeed 0\n\trenderstyle add\n\talpha 0.6\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ (0, -128, 0, 0)\n\t\tTNT1 A 0 A_Jump (256, \"Spawn1\", \"Spawn2\", \"Spawn3\")\n\t\tgoto Spawn1\n\tSpawn1:\n\t\tZAPV ABC 2 BRIGHT\n\t\tloop\n\tSpawn2:\n\t\tZAPV BCA 2 BRIGHT\n\t\tloop\n\tSpawn3:\n\t\tZAPV CAB 2 BRIGHT\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor RedLightningB : RedLightningA {\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ (0, 128, 0, 0)\n\t\tTNT1 A 0 A_Jump (256, \"Spawn1\", \"Spawn2\", \"Spawn3\")\n\t\tgoto Spawn1\n\tSpawn1:\n\t\tZAPV DEF 2 BRIGHT\n\t\tloop\n\tSpawn2:\n\t\tZAPV EFD 2 BRIGHT\n\t\tloop\n\tSpawn3:\n\t\tZAPV FDE 2 BRIGHT\n\t\tloop\n\t}\n}\n\nactor RedLightningSpawnerCeiling 17005 {\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOSECTOR\n\t+NOBLOCKMAP\n\tspeed 0\n\tstates {\n\tSpawn:\n\t\tTNT1 A 2\n\t\tTNT1 AA 0 A_SpawnItemEx (\"RedLightningA\", random (-40,40), random (-40, 40), random (-40, 0))\n\t\tloop\n\t}\n}\n\nactor RedLightningSpawnerFloor 17006 {\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOSECTOR\n\t+NOBLOCKMAP\n\tspeed 0\n\tstates {\n\tSpawn:\n\t\tTNT1 A 2\n\t\tTNT1 AA 0 A_SpawnItemEx (\"RedLightningB\", random (-40,40), random (-40, 40), random (0, 40))\n\t\tloop\n\t}\n\n}\n\n//OVLD04\nACTOR TechLanternBig 500\n{\n\tRadius 10\n\tHeight 80\n\t+SPAWNCEILING\n\t+NOGRAVITY\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tHLMP ABCD 6 BRIGHT\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "animdefs.txt",
        "contents": "texture CGCANI00\n    allowdecals\n    pic CGCANI00 tics 1.5\n    pic CGCANI01 tics 1.5\n    pic CGCANI02 tics 1.5\n    pic CGCANI03 tics 1.5\n    pic CGCANI04 tics 1.5\n    pic CGCANI05 tics 1.5\n    pic CGCANI06 tics 1.5\n    pic CGCANI07 tics 1.5\n\nwarp texture WFWATER\nwarp texture WFIREBLU\nwarp texture WLAVA\nwarp texture WBLOOD\nwarp texture WNUKAGE\nwarp texture WSFLR6_1\nwarp texture WSFLR6_4\nwarp texture WARPW2\nwarp texture WARPW3\nwarp texture DSKWTRRD\n\nswitch ADEL_Z50 on  sound switches/normbutn pic ADEL_Z51 tics 0\nswitch ADEL_Z51 off sound switches/normbutn pic ADEL_Z50 tics 0\n\ntexture JPPD01 range JPPD07 tics 2 oscillate\ntexture N_WFALL1 range N_WFALL4 tics 8\n\ntexture FFIELDB1\n\tpic 1 tics 4\n\tpic 2 tics 4\n\tpic 3 tics 4\n\tpic 4 tics 4\n\tpic 5 tics 4\n\tpic 6 tics 4\n\tpic 7 tics 4\n\tpic 8 tics 4\n\tpic 9 tics 4\n\tpic FFIELDBA tics 4\n\ntexture TELEPTX1\n\tpic 1 tics 4\n\tpic 2 tics 4\n\tpic 3 tics 4\n\tpic 4 tics 4\n\tpic 5 tics 4\n\tpic 6 tics 4\n\tpic 7 tics 4\n\tpic 8 tics 4\n\tpic 9 tics 4\n\tpic TELEPTXA tics 4"
      },
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "#include \"actors/MapObjects.txt\"\n#include \"actors/Fire.txt\""
      },
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "Flickerlight FireSpawnerSmall\n{\nColor 1.0 0.6 0.0\nSize 32\nSecondarySize 48\nChance 0.6\n}\n\nFlickerlight FireSpawnerMedium\n{\nColor 1.0 0.6 0.0\nSize 56\nSecondarySize 72\nChance 0.6\n}\n\nFlickerlight FireSpawnerLarge\n{\nColor 1.0 0.6 0.0\nSize 80\nSecondarySize 128\nChance 0.6\n}\n\nObject SmallFlame { Frame TNT1 { Light FireSpawnerSmall } }\nObject MediumFlame { Frame TNT1 { Light FireSpawnerMedium } }\nObject LargeFlame { Frame TNT1 { Light FireSpawnerLarge } }\n\n//OVLD04\nPulseLight BIGLANTERN\n{\n    color 1.0 1.0 0.8\n    size 64\n    secondarySize 66\n    interval 0.4\n    offset 0 10 0\n}\n\nObject TechLanternBig { Frame HLMP { Light BIGLANTERN } }"
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "defaultmap {\n\tsmoothlighting\n\tclipmidtextures\n\tf1 = \"F1_OVLD\"\n}\n\nclearepisodes\nepisode \"OVLD01\" {\n\tname = \"Overload\"\n\tkey = \"o\"\n}\n\nclearskills\nskill overload {\n\tname = \"Overload\"\n\tspawnfilter = 1\n\t//defaultskill\n}\n\nmap OVLD01 \"Double Cross\" {\n\tmusic = \"ol-01MUS\" // \"Soldier of Chaos\" - TNT: Evilution\n\tsky1 = \"STARS\", 0\n\tnext = \"OVLD02\"\n\tlevelnum = 1\n}\n\nmap OVLD02 \"Incineration\" {\n\tmusic = \"ol-02MUS\" // \"For Mother Russia\" - Red Alert 3\n\tsky1 = \"STSKY1\", 0\n\tnext = \"OVLD03\"\n\tlevelnum = 2\n}\n\nmap OVLD03 \"Sewer Systems\" {\n\tmusic = \"ol-03mus\" // \"Submission\" by Jimmy\n\tsky1 = \"STSKY2\", 0\n\tnext = \"OVLD04\"\n\tlevelnum = 3\n}\n\nmap OVLD04 \"Facing Worlds\" {\n\tmusic = \"ol-04MUS\" // \"Forgone Destruction\" - Unreal Tournament\n\tsky1 = \"STARS\"\n\tnext = \"OVLD05\"\n\tlevelnum = 4\n}\n\nmap OVLD05 \"'O' of Overload\" {\n\tnext = OVLD06\n\tmusic = \"ol-05mus\" // Quake III Arena - fla22k_05 - Sonic Mayhem?\n\tsky1 = \"13SKY\"\n\tlevelnum = 5\n\tevenlighting\n}\n\nmap OVLD06 \"Sub-Zero Slaughter\" {\n\tmusic = \"ol-06MUS\" // \"(FromOutOfNothing)Up\" by T-101\n\tsky1 = \"stsky7\"\n\tnext = \"OVLD07\"\n\tlevelnum = 6\n}\n\nmap OVLD07 \"Dreadnaught\" {\n\tsky1 = \"OVLDSKY1\", 0.001\n   \tmusic = \"ol-07MUS\" // \"Let the Light Shine Through\" - Ratchet Gladiator\n\tnext = \"OVLD08\"\n\tlevelnum = 7\n}\n\nmap OVLD08 \"Burning Sacrifice\" {\n\tmusic = \"ol-08MUS\" // \"Mayhem\" by IceLizard\n\tsky1 = \"stsky6\"\n\tnext = \"OVLD09\"\n\tlevelnum = 8\n}\n\nmap OVLD09 \"Rush\"{\n\tmusic = \"ol-09MUS\" // \"Epicity\" by Xenogenocide\n\tsky1 = \"STSKY2\", 0\n\tnext = \"OVLD10\"\n\tlevelnum = 9\n}\n\nmap OVLD10 \"Industrial Playground\" {\n\tmusic = \"ol-10mus\" // \"Shock and Awe\" - Red Alert 3\n\tsky1 = \"stsky1\"\n\tnext = \"OVLD11\"\n\tlevelnum = 10\n}\n\nmap OVLD11 \"MT Complex Alpha\" {\n\tsky1 = \"stars\"\n\tmusic = \"ol-11mus\" // \"Transducer\" by Jimmy\n\tnext = OVLD12\n\tlevelnum = 11\n}"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "// SOUND SEQUENCES\nq1door/start Q1DOOR2A\nq1door/end Q1LIFT2B\nsdoor2/start SDOOR2A\nsdoor2/end SDOOR2B\nq1lift/start Q1LIFT2A\nq1lift/end Q1LIFT2B\nhllift/start HLLIFT1A\nhllift/end HLLIFT1B\n\n// FIRE SOUNDS\nSFX/FireStart\tFIRESTRT\nSFX/FireLoop1\tFIRELOP1\nSFX/FireLoop2\tFIRELOP2\nSFX/FireLoop3\tFIRELOP3\nSFX/FireDie\tFIREDIE\n\n$Limit SFX/FireStart\t0\n$Limit SFX/FireLoop\t0\n$Limit SFX/FireDie\t0\n\n$musicvolume 02_MUS 0.65\n$musicvolume 08_MUS 0.65\n$musicvolume 10_MUS 0.65\n\nworld/ambient/01 AMB01\nworld/ambient/02 AMB02\nworld/ambient/03 AMB03\nworld/ambient/04 AMB04\nworld/ambient/06 AMB06\nworld/ambient/08 AMB08\nworld/ambient/12 AMB12\nworld/ambient/fan FAN\nworld/jumppad JUMPPAD\n\n$ambient  1 world/ambient/01 point 0.5 continuous 0.75\n$ambient  2 world/ambient/02 point 0.75 continuous 0.6\n$ambient  3 world/ambient/03 point 0.3 continuous 0.4\n$ambient  4 world/ambient/04 point 1.0 continuous 0.5\n$ambient  6 world/ambient/06 point 1.0 continuous 0.5\n$ambient  8 world/ambient/08 point 1.0 continuous 0.5\n$ambient 12 world/ambient/12 point 0.85 continuous 1.1\n$ambient 20 world/ambient/fan point 1.8 continuous 0.8\n$ambient 21 world/ambient/03 point 0.7 continuous 0.6"
      },
      {
        "source": "pk3",
        "name": "sndseq.txt",
        "contents": ":Q1Door\n\tdoor 5\n\tplayrepeat q1door/start\n\tstopsound q1door/end\nend\n\n:SDoor2\n\tdoor 6\n\tplayrepeat sdoor2/start\n\tstopsound sdoor2/end\nend\n\n:Q1Lift\n\tplatform 10\n\tplayrepeat q1lift/start\n\tstopsound q1lift/end\nend\n\n:HLLift\n\tplatform 11\n\tplayrepeat hllift/start\n\tstopsound hllift/end\nend"
      }
    ]
  },
  "maps": []
}

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