dump-3-test1.pk3

PK3 40 MiB 72 map(s)

Counts

endoom0
graphics2
lumps2640
maps80
palettes0

Totals (across maps)

Things9827
Linedefs81958
Sectors17022
Monsters3834
Items3103
Raw model (for completeness)
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        "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",
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        "MAP15": "MAP15.png",
        "MAP16": "MAP16.png",
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        "MAP18": "MAP18.png",
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        "MAP24": "MAP24.png",
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        "MAP70": "MAP70.png",
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        "MAP73": "MAP73.png",
        "SECRET1": "SECRET1.png",
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        "SECRET5": "SECRET5.png",
        "SECRET6": "SECRET6.png",
        "hubmap": "hubmap.png",
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        "MAP02",
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        "MAP70",
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        "MAP72",
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        "SECRET3",
        "SECRET4",
        "SECRET5",
        "SECRET6"
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      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "defaultmap\n{\n    next = \"HUBMAP\"\n    cluster = 1\n    ResetHealth\n    ResetInventory\n    NoFallingDamage\n}\n\ncluster 1\n{\n    flat = \"FLOOR4_8\"\n    music = \"M_WIN\"\n\texittext = lookup, \"WINTEXT\"\n    hub\n}\n\nclearepisodes\n\nepisode HUBMAP\n{\n    noskillmenu\n    Name = \"DUMP 3: Maps\"\n}\n\nmap HUBMAP \"The Cathedral of Benellus - Sgt. Shivers\"\n{\n   next = \"HUBMAP\"\n   sky1 = \"MOUNTAIN\"\n   music = \"M_HUBMAP\"\n}\n\nmap MAP01 \"Check-In - unRyker\"\n{\n    LevelNum = 1\n    sky1 = \"MECH99\" // By Mechadon\n    music = \"M_MAP01\" // Gammis of Lemonride - kattastrof\n}\n\nmap MAP02 \"Pissboy - Anonymous\"\n{\n    LevelNum = 2\n    music = \"M_MAP02\"\n}\n\nmap MAP03 \"Simplicity is Golden - demo_the_man\"\n{\n    LevelNum = 3\n    music = \"M_MAP03\" // Rise of the Triad - Going Down the Fast Way\n}\n\nMap MAP04 \"Invitation to Destruction - Gardevoir\"\n{\n    LevelNum = 4\n    sky1 = \"SKY4\"\n    music = \"M_MAP04\" // Bobby Prince - Sign of Evil\n    BaronSpecial\n    SpecialAction_LowerFloor\n}\n\nmap MAP05 \"Unnamed Map - CJacobs\"\n{\n    LevelNum = 5\n    music = \"M_MAP05\" // Unknown\n}\n\nMap MAP06 \"Ruins & Lava - VBob\"\n{\n    levelnum = 6\n    sky1 = \"SKY3\", 0\n    music = \"d_adrian\" // Bobby Prince - Blood Falls\n}\n\nmap MAP07 \"Bloodsport Canyon - Hoodoo456\"\n{\n\tlevelnum = 7\n\tsky1 = \"SKY2\"\n\tmusic = \"M_MAP07\"\n}\n\nmap MAP08 \"Nuclear Control Facilities - Titan314\"\n{\n\tlevelnum = 8\n\tsky1 = \"RED_SKY\"\n\tmusic = \"M_MAP08\"\n}\n\nmap MAP09 \"Mountain Temple - Project_ILE\"\n{\n\tlevelnum = 9\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP09\" // Shadow Warrior - Everyone Off\n}\n\nmap MAP10 \"Overflow - SpudTheRubbish\"\n{\n\tlevelnum = 10\n\tmusic = \"M_MAP10\" // Comix Zone - Page 1-1\n}\n\nmap MAP11 \"'Venture into the Bouncy Castle - Beed28\"\n{\n    levelnum = 11\n\tsky1 = \"BEEDSKY1\"\n\tsky2 = \"BEEDSKY2\"\n\taircontrol = 0.5\n\tmusic = \"M_MAP11\" // Ceekayed - Wobbly Things\n}\n\nmap MAP12 \"The Crater - combatxtreme & Plutonic Overkill\"\n{\n    levelnum = 12\n\tsky1 = \"NSKY\"\n\tmusic = \"M_MAP12\" //\n}\n\nmap MAP13 \"The Fun Lab - TerminusEst13\"\n{\n    LevelNum = 13\n    sky1 = \"ZSKY1\", 0.1 // By Plums\n    music = \"M_MAP13\" // Crusader: No Regret - Carnage and Mayhem\n    SmoothLighting\n}\n\nmap MAP14 \"CLOSETV4 - Minimum Payne\"\n{\n    LevelNum = 14\n    sky1 = \"SKY2\"\n    music = \"M_MAP14\" // Contra III - Neo Kobe Steel Factory\n}\n\nmap MAP15 \"The Corporate Ladder - Kinsie\"\n{\n    LevelNum = 15\n    music = \"MUS-TRAX\"\n    sky1 = \"DN3DSKY\"\n}\n\nmap MAP16 \"Regressive Experience - Dukka\"\n{\n    LevelNum = 16\n\tsky1 = \"SKY1\"\n\tmusic = \"M_MAP16\" // Microforce - zapultur.mod\n}\n\nmap MAP17 \"Baby's First Map - Bobman23\"\n{\n    LevelNum = 17\n\tmusic = \"M_MAP17\" //\n}\n\nmap MAP18 \"Research Facility - deathgod5309\"\n{\n    LevelNum = 18\n\tmusic = \"M_MAP18\" //\n}\n\nmap MAP19 \"AMONG US - HumansAmongUs\"\n{\n    LevelNum = 19\n\tmusic = \"M_MAP19\"\n}\n\nmap MAP20 \"The Darkness Beyond - KarolineDianne\"\n{\n    LevelNum = 20\n\tsky1 = \"BLACKSKY\", 0.00\n\tmusic = \"M_MAP20\"\n}\n\nmap MAP21 \"Base Stimpack - Charcola\"\n{\n    LevelNum = 21\n\tmusic = \"M_MAP21\"\n}\n\nmap MAP22 \"Crunk Refinery - Anonymous\"\n{\n    sky1 = \"RSKY2\", 0.0\n    music = \"D_SHAWN\"\n}\n\nmap MAP23 \"0-Pipe Gear - Toooooasty\"\n{\n    LevelNum = 23\n    Sky1 = \"SKY1\"\n    music = \"M_MAP23\" // Unknown Artist - hybrid.xm\n}\n\nmap MAP24 \"Escape From Argent Prison - Lance Charleson\"\n{\n    LevelNum = 24\n    Sky1 = \"SKY3\", 0.15\n    music = \"M_MAP24\" // Darkman007 - unknown-x\n}\n\nmap MAP25 \"Live Fire Exorcise - Sgt. Shivers\"\n{\n    LevelNum = 25\n    sky1 = \"DAYSKY\"\n    music = \"M_MAP25\"\n}\n\nmap MAP26 \"Attack First - Simpleton\"\n{\n    LevelNum = 26\n    sky1 = \"SKY2B\", 0\n    music = \"M_MAP26\"\n}\n\nmap MAP27 \"new - Luigi2600\"\n{\n    LevelNum = 27\n    music = \"M_MAP27\"\n}\n\nmap MAP28 \"Tomb of Hectikhamen - Action Max\"\n{\n    LevelNum = 28\n    //compat_sectorsounds 1 // Doesn't seem to do anything.\n    sky1 = \"RSKY1\", 0\n    music = \"M_MAP28\"\n}\n\nmap MAP29 \"map420 - Abysswalker\"\n{\n    LevelNum = 29\n    music = \"M_MAP29\"\n}\n\nmap MAP30 \"This Is Serious Mum - deathz0r\"\n{\n    LevelNum = 30\n\tsky1 = \"fireblu1\"\n\tmusic = \"M_MAP30\"\n}\n\nmap MAP31 \"Not Another Tech Base - ArchXeno\"\n{\n    LevelNum = 31\n    sky1 = \"SKY2\", 0.0\n\tmusic = \"M_MAP31\"\n}\n\nmap MAP32 \"Hydraulic Plant - SpiritOfDecay\"\n{\n\tlevelnum = 32\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP32\"\n}\n\nmap MAP33 \"Janus - SoundOfDoomDoors\"\n{\n    levelnum = 33\n    sky1 = \"SKY3\", 0.0\n    music = \"M_MAP33\"\n}\n\nmap MAP34 \"Gamma Station Entrance - SMG_Marine\"\n{\n    levelnum = 34\n    sky1 = \"SKY1\", 0.0\n    music = \"M_MAP34\"\n}\n\nmap MAP35 \"Realm of the Sempiternal Archvile - Darsycho\"\n{\n\tlevelnum = 35\n\tsky1 = \"DARS_SKY\"\n\tmusic = \"M_MAP35\"\n}\n\nmap MAP36 \"dump - Stale_Meat\"\n{\n\tlevelnum = 36\n\tmusic = \"M_MAP36\"\n}\n\nmap MAP37 \"Complex Alive - Roxas\"\n{\n\tlevelnum = 37\n\tmusic = \"M_MAP37\"\n}\n\nmap MAP38 \"DUMP TD - Arctangent\"\n{\n\tlevelnum = 38\n\tmusic = \"M_MAP38\"\n\tAllowRespawn\n}\n\nmap MAP39 \"Dumping Ground - Total Injury\"\n{\n    levelnum = 39\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP39\"\n}\n\nmap MAP40 \"Mercury Rain - Jimmy\"\n{\n    Levelnum = 40\n    music = \"M_MAP40\"\n    sky1 = \"HSKY2GR\", 0.0\n    sky2 = \"HSKY2GR2\", 0.0\n    lightning\n}\n\nmap MAP41 \"mapsterpiece - idiotbitz\"\n{\n    levelnum = 41\n\tsky1 = \"sky1\"\n\tmusic = \"M_MAP41\"\n}\n\nmap MAP42 \"dump numbuh too - Stale_Meat\"\n{\n\tlevelnum = 42\n\tmusic = \"M_MAP42\"\n}\n\nmap MAP43 \"CLOVERHOUSE - Icept\"\n{\n    levelnum = 43\n    sky1 = \"SKY1\"\n    music = \"M_MAP43\"\n}\n\nmap MAP44 \"Generic UAC Outpost - Anonymous\"\n{\n    levelnum = 44\n    //music = \"M_MAP44\"\n}\n\nmap MAP45 \"felt_library - FloatRand\"\n{\n    levelnum = 45\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP45\"\n}\n\nmap MAP46 \"Panic Room - comet1338\"\n{\n    levelnum = 46\n    music = \"M_MAP46\"\n}\n\nmap MAP47 \"Simple Chaos - willykuo123\"\n{\n    levelnum = 47\n    sky1 = \"SKY1\", 0.0\n    music = \"M_MAP47\" // Sidewinder - in_the_Eyes\n}\n\nmap MAP48 \"EVISCERATED - NAG\"\n{\n    levelnum = 48\n    sky1 = \"SKY3\", 0.0\n\tmusic = \"M_MAP48\"\n}\n\nmap MAP49 \"The Mine To Hell - InsanityBringer\"\n{\n    levelnum = 49\n\t//temp music? no ideas though for a good song\n\tmusic = \"$MUSIC_DOOM\"\n    sky1 = \"SKY1\", 0.0\n\tsmoothlighting\n}\n\nmap MAP50 \"Sandcastley Sandcastling Sandcastles - PinchySkree\"\n{\n    levelnum = 50\n\tsky1 = \"FULLMOON\"\n\tmusic = \"M_MAP50\"\n}\n\nmap MAP51 \"UAC Starship Aurora - Nimja\"\n{\n    levelnum = 51\n    music = \"M_MAP51\" // Gammis - Entering the Surface\n}\n\nmap MAP52 \"Broken Shit - ZachBrowder\"\n{\n    levelnum = 52\n    sky1 = \"SKY3\", 0.0\n    music = \"M_MAP52\"\n}\n\nmap MAP53 \"Weapons Research Lab - Vennobennu\"\n{\n\tlevelnum = 53\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP53\"\n}\n\nmap MAP54 \"Winter In Summer - TehRealSalt\"\n{\n    levelnum = 54\n\tSky1 = \"SKY1\"\n\tMusic = \"M_MAP54\" // Matt Furniss - Wacky World\n}\n\nmap MAP55 \"The UAC Ocean Base - leodoom85\"\n{\n    levelnum = 55\n    sky1 = \"RSKY1\"\n    music = \"M_MAP55\" // Noby - Ocean Deep\n}\n\nMap MAP56 \"Hot Water Music - Protester\"\n{\n    levelnum = 56\n    music = \"M_MAP56\"\n    sky1 = \"RSKY05\", 0\n}\n\nmap MAP57 \"Lambda Base - floatRand\"\n{\n    levelnum = 57\n    music = \"M_MAP57\"\n}\n\nmap MAP58 \"inferno odyssey - Anonymous\"\n{\n    levelnum = 58\n    music = \"M_MAP58\"\n}\n\nmap MAP59 \"Infested Installation - Flipy\"\n{\n    levelnum = 59\n\tsky1 = \"SKY1\"\n    music = \"M_MAP59\", 12\n}\n\nMap MAP60 \"The Duality - NeuralStunner\"\n{\n    levelnum = 60\n\n\tSky1 = \"HacxSky1\"\n\tSky2 = \"HacxSky2\"\n\tSkyStretch\n\n\tMusic = \"M_MAP60\"\n\tSmoothLighting\n\tMissilesActivateImpactLines\n}\n\nmap MAP61 \"Municipal Well - Flotilla\"\n{\n    levelnum = 61\n    sky1 = \"SKY2\", 0\n    music = \"M_MAP61\"\n}\n\nmap MAP62 \"OPOLYMPS_DUMP3 - CharlieTheGnarly\"\n{\n    levelnum = 62\n    sky1 = \"SKY1\", 0\n    music = \"M_MAP62\"\n}\n\nmap MAP63 \"Dimensional Accelerator - Untitled\"\n{\n   levelnum = 63\n   sky1 = \"SKY1\", 0\n   sky2 = \"SKY3\", 0\n   music = \"M_MAP63\" //Xaser - Angry Science\n\n   //quote = \"Creative idea or lazy design? You decide!\"\n}\n\nmap MAP64 \"Urban Hell - ChrisR91\"\n{\n    levelnum = 64\n\tsky1 = \"HSKY\", 0.0\n\tfade = \"800000\"\n\tfogdensity = 128\n\tlightmode = 0\n\tSmoothLighting\n    music = \"M_MAP64\"\n}\n\nmap MAP65 \"electron - floatRand\"\n{\n    levelnum = 65\n    music = \"M_MAP65\"\n}\n\nmap MAP66 \"Stop your sins - mumblemumble\"\n{\n    levelnum = 66\n    sky1 = \"SKY1\", 0\n    music = \"M_MAP66\"\n}\n\nmap MAP67 \"BrownMesa - Cheeki\"\n{\n    levelnum = 67\n    sky1 = \"SKY1\", 0\n    music = \"M_MAP67\"\n}\n\nmap MAP68 \"Bloody Hell - Wivicer\"\n{\n    levelnum = 68\n\tSKY1 = \"Sky1\" //By Mechadon\n\tSky2 = \"D64DIIS\" //By Mechadon\n\tmusic = \"M_MAP68\"\n}\n\nmap MAP69 \"A Night at the Opera - Temin_Dump\"\n{\n    levelnum = 69\n\tmusic = \"M_MAP69\"\n\tsky1 = \"SNOW6\"\n}\n\nmap MAP70 \"An Online Virtual Reality Used By Hackers - ShadowHog\"\n{\n\tlevelnum = 70\n\tsky1 = \"QSKY4B\", 1\n\tsky2 = \"QSKY4F\", 2\n\tmusic = \"PARALLEL\"\n\tGrinding_Polyobj\n}\n\nmap MAP71 \"BtFS - Gageat\"\n{\n    levelnum = 71\n\tsky1 = \"SKYSPACE\"\n\tmusic = \"M_MAP71\"\n}\n\nmap MAP72 \"Cliffside - LogicalFallacy\"\n{\n    levelnum = 72\n\tsky1 = \"SKYSPACE\"\n\tmusic = \"M_MAP72\"\n}\n\nmap MAP73 \"Attack From Within - Mumblemumble\"\n{\n    levelnum = 73\n    music = \"M_MAP73\"\n    Sky1 = \"Sky1\", 0.0\n}\n\nmap SECRET1 \"SILVERSATELLITE - DudeDesigns\"\n{\n    levelnum = 101\n\tmusic = \"M_SEC1\"\n}\n\nmap SECRET2 \"Knee-deep in the DUMP - MJ79\"\n{\n    levelnum = 102\n    sky1 = \"SKY1\", 0\n    music = \"M_SEC2\" // Xaser - MegaloDoomia\n}\n\nmap SECRET3 \"The Best Map - TerminusEst13\"\n{\n    levelnum = 103\n    music = \"M_SEC3\" // Cynmusic - RPG-Battle\n}\n\nmap SECRET4 \"Box Simple - Redead-ITA\"\n{\n    levelnum = 104\n    music = \"M_SEC4\" // Mega Man X - Storm Eagle\n}\n\nmap SECRET5 \"Escape Plan - Anonymous\"\n{\n    levelnum = 105\n    music = \"M_SEC5\" // Scrap Heap - crush them\n}\n\nmap SECRET6 \"Dark Sector - Deviluke Roy\"\n{\n    levelnum = 106\n    music = \"M_SEC6\" // Pip Malt - Symphony of Destruction\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "// Map11\n// =========================================\nACTOR ValiantTree1 2801\n{\n\tRadius 16\n\tHeight 64\n\tProjectilePassHeight -16\n\t+SOLID\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t\tTREE A -1\n\t\tStop\n\t}\n}\n\nACTOR ValiantTree2 2802\n{\n\tRadius 16\n\tHeight 128\n\tProjectilePassHeight -16\n\t+SOLID\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t\tTREE B -1\n\t\tStop\n\t}\n}\n\nACTOR ValiantTree3 2803\n{\n\tRadius 16\n\tHeight 128\n\tProjectilePassHeight -16\n\t+SOLID\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t\tTREE C -1\n\t\tStop\n\t}\n}\n\nACTOR TechLamp2Beed28 : TechLamp2 2804 {+MOVEWITHSECTOR}\n\nACTOR ISurelyHopeThisIsARocketAndNotSomethingElseEntirely 2805\n{\n\tRadius 16\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tROCK A -1\n\t\tStop\n\t}\n}\n\nACTOR HeadsOnAStickBeed28 : HeadsOnAStick 2806 {+MOVEWITHSECTOR}\n\nACTOR ShortGreenTorchBeed28 : ShortGreenTorch 2807 {+MOVEWITHSECTOR}\n\nACTOR ValiantTree1CompleteBlocking : ValiantTree1 2808\n{\n\tHeight 256\n}\n\nACTOR ValiantTree2CompleteBlocking : ValiantTree2 2809\n{\n\tHeight 256\n}\n\nACTOR ValiantTree3CompleteBlocking : ValiantTree3 2810\n{\n\tHeight 256\n}\n\n// Map13\n// =========================================\n\nactor FastCyberdemonGiver : CustomInventory\n{\n\tStates\n\t{\n\t Pickup:\n\t\tTNT1 A 1 A_ChangeFlag(\"ALWAYSFAST\", TRUE)\n\t\tstop\n    }\n}\n\nActor OrangeSparkSpawner : SwitchableDecoration 10923 // By Ghastly_Dragon and Tormentor667\n{\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\n//Flares\n\nActor SparkFlare_W1\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NoClip\n  +NoGravity\n  +NoInteraction\n  RenderStyle Add\n  Scale 0.25\n  States\n  {\n  Spawn:\n    SPKW A 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor SparkFlare_O1 : SparkFlare_W1 { States { Spawn: SPKO A 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O2 : SparkFlare_W1 { States { Spawn: SPKO B 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O3 : SparkFlare_W1 { States { Spawn: SPKO C 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O4 : SparkFlare_W1 { States { Spawn: SPKO D 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O5 : SparkFlare_W1 { States { Spawn: SPKO E 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O6 : SparkFlare_W1 { States { Spawn: SPKO F 1 Bright A_FadeOut (0.1) Loop } }\n\n//Sparks\n\nActor Spark_W1\n{\n  Height 1\n  Radius 2\n  Mass 0\n  Speed 0.25\n  +Missile\n  +NoBlockMap\n  +LowGravity\n  RenderStyle Add\n  Scale 0.025\n  States\n  {\n  Spawn:\n    SPKW E 1 Bright\n    Loop\n  Death:\n    SPKW E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor Spark_O1 : Spark_W1\n{\n  States\n  {\n  Spawn:\n    SPKO E 1 bright\n    Loop\n  Death:\n    SPKO E 1 bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor Spark_O2 : Spark_O1  { Speed 0.5  }\nActor Spark_O3 : Spark_O1  { Speed 0.75 }\nActor Spark_O4 : Spark_O1  { Speed 1.0  }\nActor Spark_O5 : Spark_O1  { Speed 1.25 }\nActor Spark_O6 : Spark_O1  { Speed 1.5  }\nActor Spark_O7 : Spark_O1  { Speed 1.75 }\nActor Spark_O8 : Spark_O1  { Speed 2.0  }\nActor Spark_O9 : Spark_O1  { Speed 2.25 }\nActor Spark_O10 : Spark_O1 { Speed 2.5  }\nActor Spark_O11 : Spark_O1 { Speed 2.75 }\nActor Spark_O12 : Spark_O1 { Speed 3.0  }\nActor Spark_O13 : Spark_O1 { Speed 3.25 }\nActor Spark_O14 : Spark_O1 { Speed 3.5  }\nActor Spark_O15 : Spark_O1 { Speed 3.75 }\nActor Spark_O16 : Spark_O1 { Speed 4.0  }\n\n// Map15\nactor KinsChairBreakable 20501\n{\n  health 3\n  radius 16\n  height 35\n  mass 1000\n  MaxStepHeight 8\n  +SHOOTABLE\n  +SOLID\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  +NOICEDEATH\n  +PUSHABLE\n  +NOTAUTOAIMED\n  //$Category \"Dump3 KinsMap\"\n  //$Title \"Office Chair\"\n  states\n  {\n  Spawn:\n    CHAI A -1\n    loop\n  Death:\n    CHAI A 0\n    CHAI A 0 A_PlaySound(\"kinsie/gibseat\")\n    CHAI A 0 A_CustomMissile(\"KinsChairGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsChairGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsChairGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsChairGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n    stop\n  }\n}\n\nactor KinsGenericGibs\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    +CORPSE\n    Radius 1\n    Damage 0\n    Speed 3\n\tgravity 0.5\n\tscale 0.2\n    States\n    {\n    Spawn:\n\t\tGLAS A 0\n\t\tGLAS A 0 ThrustThingZ(0,random(8,32),0,1)\n\t\tGLAS A 0 A_Jump(128,\"Flip\")\n\t\tgoto Fly\n\tFlip:\n\t\tGLAS A 0\n\t\tGLAS A 0 A_SetScale(-0.5,0.5)\n\tFly:\n        GLAS ABCD 2\n\t\tloop\n    Crash:\n\tDeath:\n        TNT1 A 0\n        stop\n    }\n}\n\nactor KinsChairGibs\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    +CORPSE\n\t+DOOMBOUNCE\n    Radius 1\n    Damage 0\n    Speed 3\n\tgravity 0.5\n    States\n    {\n    Spawn:\n\t\tKCGI A 0\n\t\tKCGI A 0 ThrustThingZ(0,random(8,32),0,1)\n\t\tKCGI A 0 A_Jump(128,\"Flip\")\n\t\tgoto Fly\n\tFlip:\n\t\tKCGI A 0\n\t\tKCGI A 0 A_SetScale(-1,1)\n\tFly:\n        KCGI ABCDEFGH 2\n\t\tloop\n\tDeath:\n        TNT1 A 0\n        stop\n    }\n}\n\nactor KinsMonitorBreakable 20502\n{\n  health 3\n  radius 16\n  height 35\n  deathheight 80\n  mass 1000\n  +SHOOTABLE\n  +SOLID\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  +NOICEDEATH\n  +NOTAUTOAIMED\n  //$Category \"Dump3 KinsMap\"\n  //$Title \"Office Monitor\"\n  states\n  {\n  Spawn:\n    MONI A -1\n    loop\n  Death:\n    CHAI A 0\n    CHAI A 0 A_PlaySound(\"kinsie/gibcomp\")\n    CHAI A 0 A_CustomMissile(\"KinsMonitorGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsMonitorGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsMonitorGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsMonitorGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n    stop\n  }\n}\n\nactor KinsMonitorGibs\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    +CORPSE\n\t+DOOMBOUNCE\n    Radius 1\n    Damage 0\n    Speed 3\n\tgravity 0.5\n    States\n    {\n    Spawn:\n\t\tKMGI A 0\n\t\tKMGI A 0 ThrustThingZ(0,random(8,32),0,1)\n\t\tKMGI A 0 A_Jump(128,\"Flip\")\n\t\tgoto Fly\n\tFlip:\n\t\tKMGI A 0\n\t\tKMGI A 0 A_SetScale(-1,1)\n\tFly:\n        KMGI ABCDEFGH 2\n\t\tloop\n\tDeath:\n        TNT1 A 0\n        stop\n    }\n}\n\nactor KinsPlantBreakable 20503\n{\n  health 3\n  radius 32\n  height 35\n  deathheight 80\n  scale 0.75\n  mass 1000\n  +SHOOTABLE\n  +SOLID\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  +NOICEDEATH\n  +NOTAUTOAIMED\n  //$Category \"Dump3 KinsMap\"\n  //$Title \"Office Plant 1\"\n  states\n  {\n  Spawn:\n    PLNT A -1\n    loop\n  Death:\n    PLNT B 0\n\tPLNT B 0 A_NoBlocking\n    PLNT B 0 A_PlaySound(\"kinsie/gibplant\")\n\tPLNT B 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,16),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,16),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,16),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,16),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B -1\n    stop\n  }\n}\n\nactor KinsPlantGibs\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    +CORPSE\n    Radius 1\n    Damage 0\n    Speed 3\n\tgravity 0.25\n    States\n    {\n    Spawn:\n\t\tPLGI A 0\n\t\tPLGI A 0 ThrustThingZ(0,random(8,32),0,1)\n\t\tPLGI A 0 A_Jump(128,\"Flip\")\n\t\tPLGI A 0 A_Jump(256,\"A\",\"B\",\"C\")\n\t\tgoto A\n\tFlip:\n\t\tPLGI A 0\n\t\tPLGI A 0 A_SetScale(-0.5,0.5)\n\t\tPLGI A 0 A_Jump(256,\"A\",\"B\",\"C\")\n\t\tgoto A\n\tA:\n        PLGI A 1\n\t\tloop\n\tB:\n        PLGI B 1\n\t\tloop\n\tC:\n        PLGI C 1\n\t\tloop\n    Crash:\n\tDeath:\n        TNT1 A 0\n        stop\n    }\n}\n\nACTOR WolfSkeleton 20504\n{\n\t-SOLID\n\tRadius 32\n\tHeight 32\n\t//$Category \"Dump3 KinsMap\"\n    //$Title \"Wolf3D Skeleton\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBONE A -1\n\t\t\tStop\n\t}\n}\n\nACTOR KinsieKronos 20505\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+FLOATBOB\n\tRadius 32\n\tHeight 32\n\t//$Category \"Dump3 KinsMap\"\n    //$Title \"Kronos\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tKRON AB 15\n\t\t\tloop\n\t\tWeOut:\n\t\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\t\tTNT1 A 35\n\t\t\tTNT1 A 0 A_PlaySound(\"kinsie/kronos/laffitup\", CHAN_VOICE, 1.0, 0, ATTN_NONE)\n\t\t\tstop\n\t}\n}\n\n// Map21\n\nACTOR PurgSleep 24503\n{\n  Radius 16\n  Height 52\n  scale 0.14\n  ProjectilePassHeight -16\n  +SOLID\n  States\n  {\n  Spawn:\n    PGTI A -1\n    Stop\n  }\n}\n\n// Map25\nACTOR DUMPNonSolidObject\n{\n   Radius 4\n   Height 4\n   +NOCLIP\n   +NOINTERACTION\n   +NOGRAVITY\n   States\n   {\n   Spawn:\n   TNT1 A 3\n   Stop\n   }\n}\n\nACTOR AmbDrone : DUMPNonSolidObject 17011\n{\n   States\n   {\n   Spawn:\n   TNT1 A 0\n   TNT1 A 10 A_PlaySound(\"Ambient/Drone\", 7, 0.3, 1, 2.5)\n   Loop\n   }\n}\n\nACTOR AmbGoo : DUMPNonSolidObject 17012\n{\n   States\n   {\n   Spawn:\n   TNT1 A 0\n   TNT1 A 10 A_PlaySound(\"Ambient/Goo\", 7, 0.3, 1, 2.5)\n   Loop\n   }\n}\n\nACTOR Neurtoxinvent 17013\n{\n  Radius 16\n  Height 64\n  +NOGRAVITY\n  +SPAWNCEILING\n  States\n  {\n  Spawn:\n    NTXN A 1\n    Loop\n  Gas:\n\tNTXN BCDEF 3 Bright\n  GasLoop:\n    NTXN GHIJKL 3 Bright\n\tLoop\n  }\n}\n\n// Map27\n// Original Made by Untrustable made as a simple enemy this time.\n/*ACTOR AdolfHitler : Zombieman 24503 // Heh, of all chances for this to be defined twice.\n{\n  Health 2100\n  Radius 28\n  +BOSSDEATH\n  SeeSound \"Hitler/Active\"\n  DeathSound \"Hitler/Death1\"\n  PainSound \"Hitler/Shout\"\n  AttackSound \"Hitler/Attack\"\n  Obituary \"%o was killed by Adolf Hitler.\"\n  HitObituary \"%o was Killed by Adold Hitler.\"\n  States\n  {\n  Spawn:\n    HTLR A 10 A_Look\n    Loop\n  See:\n    HTLR ABCD 3 A_Chase\n    Loop\n  Missile:\n    HTLR E 20 Bright A_FaceTarget\n    HTLR F 4 Bright A_SPosAttackUseAtkSound\n    HTLR G 4 Bright A_SPosAttackUseAtkSound\n    HTLR A 1 Bright A_SpidRefire\n    Goto See\n  Pain:\n    HTLR H 10 A_Pain\n    Goto See\n  Death:\n    HTLR H 0 A_PlaySoundEx(\"Hitler/Death1\", \"Body\")\n    HTLR I 32\n    HTLR J 32\n    HTLR K 6\n    HTLR L 6 A_Fall\n    HTLR MNO 6 A_NoBlocking\n    HTLR P -1 A_BossDeath\n    Stop\n  }\n}*/\n\n// Map38\nACTOR DUMPTD_BuildRingSpawner : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 0, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 1, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 2, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 3, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 4, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 5, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 6, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 7, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 8, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 9, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 10, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 11, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 12, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 13, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 14, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 15, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 16, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 17, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 18, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 19, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 20, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 21, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 22, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 23, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 24, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 25, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 26, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 27, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 28, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 29, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 30, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 31, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 32, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 33, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 34, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 35, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 36, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 37, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 38, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 39, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 40, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 41, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 42, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 43, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 44, SXF_NOCHECKPOSITION )\n\t\t\tStop\n\t}\n}\n\nACTOR DUMPTD_BuildParticle\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tRadius 2\n\tHeight 4\n\tXScale 1.2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tIFOG C 15 Bright\n\t\t\tIFOG C 1 A_FadeOut( 0.11 )\n\t\t\tWait\n\t}\n}\n\nACTOR DUMPTD_TowerFlagSetter : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeFlag( \"MISSILEMORE\", true )\n\t\t\tTNT1 A 0 A_ChangeFlag( \"MISSILEEVENMORE\", true )\n\t\t\tTNT1 A 0 A_ChangeFlag( \"NEVERRESPAWN\", true )\n\t\t\tTNT1 A 0 A_ChangeFlag( \"ALWAYSFAST\", true )\n\t\t\tStop\n\t}\n}\n\nACTOR DUMPTD_StillMonsterRemover : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways( \"Still Monster Remover\" )\n\t\t\tStop\n\t}\n}\n\n// Map40\n\nACTOR HellGrowth 12367\n{\n  MONSTER\n  Radius 16\n  Height 56\n  Health 50\n  Mass 0x7fffffff\n  PainChance 256\n  +SOLID\n  +SHOOTABLE\n  BloodColor DarkGreen\n  ActiveSound \"PoisonShroomPain\"\n  PainSound \"PoisonShroomPain\"\n  DeathSound \"skeleton/death\"\n  States\n  {\n  Spawn:\n    HTRE A 1 A_Look\n    Loop\n  See:\n    HTRE A 8 A_Chase(\"\", \"\", CHF_DONTMOVE)\n\tLoop\n  Pain:\n    HTRE A 4 A_Pain\n\tGoto See\n  Death:\n    HTRE B 0 A_Scream\n\tHTRE B 0 A_Fall\n\tHTRE B 15 A_SpawnItem(\"HellGrowthExplosion\", 0, 28)\n\tHTRE B -1 A_SpawnItem(\"PoisonCloud\", 0, 28)\n\tStop\n  }\n}\n\nactor HellGrowthExplosion\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Add\n  Alpha 0.4\n  States\n  {\n  Spawn:\n    HECF CDE 5 Bright\n\tStop\n  }\n}\n\nActor NTreeDead1 12368\n{\nRadius 13\nHeight 160\n+SOLID\nStates\n{\nSpawn:\n\tNTRE A -1\n\tStop\n}\n}\n\nActor NTreeDead2 12369\n{\nRadius 13\nHeight 160\n+SOLID\nStates\n{\nSpawn:\n\tNTRE B -1\n\tStop\n}\n}\n\nActor NTreeSwamp1 12370\n{\nRadius 13\nHeight 140\n+SOLID\nStates\n{\nSpawn:\n\tNTRE C -1\n\tStop\n}\n}\n\nActor NTreeSwamp2 12371\n{\nRadius 10\nHeight 120\n+SOLID\nStates\n{\nSpawn:\n\tNTRE D -1\n\tStop\n}\n}\n\nActor NSwampLog 12372\n{\nRadius 12\nHeight 17\n+SOLID\nStates\n{\nSpawn:\n\tNTRE E -1\n\tStop\n}\n}\n\nActor NSwampStump 12373\n{\nRadius 12\nHeight 20\n+SOLID\nStates\n{\nSpawn:\n\tNTRE F -1\n\tStop\n}\n}\n\nActor NSwampRoot 12374\n{\nRadius 10\nHeight 20\n+SOLID\nStates\n{\nSpawn:\n\tNTRE G -1\n\tStop\n}\n}\n\nACTOR ChestSkewered1 12540\n{\n  Radius 16\n  Height 64\n  +SOLID\n  States\n  {\n  Spawn:\n    POLC A -1\n    Stop\n  }\n}\n\nACTOR ChestSkewered2 12541\n{\n  Radius 16\n  Height 64\n  +SOLID\n  States\n  {\n  Spawn:\n    POLC B -1\n    Stop\n  }\n}\n\nACTOR ChestSkewered3 12542\n{\n  Radius 16\n  Height 64\n  +SOLID\n  States\n  {\n  Spawn:\n    POLC C -1\n    Stop\n  }\n}\n\n//Chaingunner Head\nACTOR ImpalingSpike2 5121\n{\n  Radius 16\n  Height 56\n  +SOLID\n  States\n  {\n  Spawn:\n    POL8 A -1\n    Stop\n  }\n}\n\n//Zombieman Head\nACTOR ImpalingSpike3 5122\n{\n  Radius 16\n  Height 56\n  +SOLID\n  States\n  {\n  Spawn:\n    POL9 A -1\n    Stop\n  }\n}\n\n//Doomguy Head\nACTOR ImpalingSpike4 5320\n{\n  Radius 16\n  Height 56\n  +SOLID\n  States\n  {\n  Spawn:\n    POLA A -1\n    Stop\n  }\n}\n\n//3 Doomguy Heads, Short\nACTOR ImpalingSpike6 5322\n{\n  Radius 16\n  Height 48\n  +SOLID\n  States\n  {\n  Spawn:\n    POLC A -1\n    Stop\n  }\n}\n\n//Doomguy torso, one arm\nACTOR ImpalingSpike7 5323\n{\n  Radius 16\n  Height 64\n  +SOLID\n  States\n  {\n  Spawn:\n    POLD A -1\n    Stop\n  }\n}\n\n//Doomguy skewered, twitching\nACTOR ImpalingSpike9 5325\n{\n  Radius 16\n  Height 64\n  +SOLID\n  States\n  {\n  Spawn:\n    POLF A 6\n    POLF B 8\n    Loop\n  }\n}\n\n//Doomguy skewered, long arm\nACTOR ImpalingSpike10 5326\n{\n  Radius 16\n  Height 64\n  +SOLID\n  States\n  {\n  Spawn:\n    POLG A -1\n    Stop\n  }\n}\n\n//Pool of Blood with Marine Helmet\nACTOR MarineHelmetGibs 5328\n{\n  Radius 20\n  Height 4\n  +NOBLOCKMAP\n  +MOVEWITHSECTOR\n  States\n  {\n  Spawn:\n    GIB1 A -1\n    Stop\n  }\n}\n\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\n// square or 256-radius circle (See fourth argument)\n\n// The second argument controls it's frequency. The lower the number, the\n// heavier the rainfall\n\n// The third argument controls whether or not it plays it's ambient sound. 0\n// will play the sound, 1 will not\n\n// The fourth argument controls the area type. 0 is a square, 1 is a circle\n\nActor RainSpawner 13000\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 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -5, 0, 0, 0, 0, Args[1])\n    Loop\n  Circle:\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -5, 0, 0, 0, Random(0, 360), Args[1])\n  NoSound:\n    TNT1 A 0 A_Jumpif(Args[3] > 0, \"NoSoundCircle\")\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -5, 0, 0, 0, 0, Args[1])\n    Loop\n  NoSoundCircle:\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -5, 0, 0, 0, Random(0, 360), Args[1])\n    Loop\n  }\n}\n\nActor RainDrop\n{\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  Height 2\n  Radius 2\n  Renderstyle Translucent\n  Alpha 0.6\n  XScale 1.5\n  YScale 3.0\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"S_CheckSkyCeiling\", 0), 1)\n\tGoto Remove\n\tRNDR A 1\n    Loop\n  Death:\n    TNT1 A 1\n\t//RNDR A 0 A_SetScale(1.0)\n\t//RNDR BCDEFGH 3 A_FadeOut(0.1)\n    Stop\n  Remove:\n    TNT1 A 1\n\tStop\n  }\n}\n\n// Map46\n\nactor hellbrostatue1 301\n{\nradius 24\nheight 64\n\nrenderstyle translucent\nscale 1.0\nalpha 1.0\n\n+shootable\n+solid\n+notautoaimed\n+nodamage\n+noblood\n+nodamagethrust\n\nstates\n{\nspawn:\n\thbro a -1\n\tstop\n}\n}\n\nactor hellbrostatue2 : hellbrostatue1 302\n{\nstates\n{\nspawn:\n\thbro b -1\n\tstop\n}\n}\n\nactor hellbrostatue3 : hellbrostatue1 303\n{\nstates\n{\nspawn:\n\thbro c -1\n\tstop\n}\n}\n\n// Map50\nACTOR GreenTreeSmall : BigTree 15001\n{\n  Radius 32\n  Height 54\n  ProjectilePassHeight -16\n  +SOLID\n  States\n  {\n  Spawn:\n    GTSM A -1\n    Stop\n  }\n}\nACTOR GreenTreeBig : BigTree 15002\n{\n  Radius 32\n  Height 108\n  ProjectilePassHeight -16\n  +SOLID\n  States\n  {\n  Spawn:\n    GTBG A -1\n    Stop\n  }\n}\nACTOR CactusSmall : BigTree 15003\n{\n  Radius 32\n  Height 54\n  ProjectilePassHeight -16\n  +SOLID\n  States\n  {\n  Spawn:\n    CASM A -1\n    Stop\n  }\n}\nACTOR CactusBig : BigTree 15004\n{\n  Radius 32\n  Height 108\n  ProjectilePassHeight -16\n  +SOLID\n  States\n  {\n  Spawn:\n    CABG A -1\n    Stop\n  }\n}\nACTOR DesertSkull : BigTree 15005\n{\n  Radius 32\n  Height 32\n  ProjectilePassHeight -16\n  +SOLID\n  States\n  {\n  Spawn:\n    DTSK A -1\n    Stop\n  }\n}\n\n// Map70\nACTOR QuakeEnforcerLaser\n{\n\tRadius 16\n\tHeight 8\n\tScale .125\n\tSpeed 80\n\tDamage (15)\n\tProjectile\n\tDecal QuakeLaserScorch\n\tSeeSound \"quake/laserfire\"\n\tDeathSound \"quake/laserdie\"\n\tObituary \"%o was blasted.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tQLSR A 1 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tQLSR A 1 Bright\n\t\t\tStop\n\t}\n}\n\nACTOR QuakeRune : FakeInventory 444\n{\n\t//$sprite QRN1A1\n\t//$Title \"Rune of Earth Magic\"\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"quake/keys/rune\"\n\t//+Inventory.NoScreenFlash\n\t+Inventory.NeverRespawn\n\t+Inventory.AlwaysPickup\n\t+NoGravity\n\t+FloatBob\n\tRadius 8\n\tHeight 32\n\tScale .25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tQRN1 A 1 A_SetAngle(angle+8)\n\t\t\tLoop\n\t}\n}\n\nACTOR QuakeLightningSpawner 445\n{\n\t//$sprite CELPA0\n\t//$Title \"Chthon Lightning Spawner\"\n\t+NoGravity\n\t+NoBlockMap\n\t+Invisible\n\tRadius 16\n\tHeight 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCELL A 1\n\t\t\tLoop\n\t\tFire:\n\t\t\tCELP A 7 A_CustomRailgun(15, 0, \"E0FFFF\", \"FFFFFF\", RGF_SILENT|RGF_FULLBRIGHT, 0, 256, \"LightningPuff\", 1.0, 1.0, 432.0, 35)\n\t\t\tLoop\n\t}\n}\n\nACTOR LightningPuff : BulletPuff\n{\n\tDamageType Electric\n}\n\nACTOR QuakeBossExplosion : Rocket\n{\n\tDeathSound \"weapons/rocklx\"\n\t//Scale 4.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMISL B 10 NoDelay A_Scream\n\t\t\tMISL CD 10 Bright\n\t\t\tStop\n\t}\n}\n\nACTOR QuakeBossGiblet\n{\n\tScale 3.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPOSS NOPQRST 5\n\t\t\tPOSS U 525\n\t\tFadeOut:\n\t\t\tPOSS U 1 A_FadeOut(0.01)\n\t\t\tLoop\n\t}\n}\n\nACTOR ShootableSensor 446\n{\n\t+Shootable\n\t+NoGravity\n\t+Invisible\n\tHealth 1\n\tRadius 16\n\tHeight 8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSSWV A -1\n\t\t\tStop\n\t\tDeath:\n\t\t\tSSWV A 1\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "// Map11\n\ndoors/small_metal_open\t\tdsdrsmto\ndoors/small_metal_close\t\tdsdrsmtc\n\ndoors/large_wood_open\t\tdsdrlwud\ndoors/large_wood_close\t\tdsdrlwud\n\ndoors/small_wood_open\t\tdsdrswud\ndoors/small_wood_close\t\tdsdrswud\n\n// Map15\n\nkinsie/gibcomp\t\t\tgibcomp\nkinsie/gibglass\t\t\tgibglas\nkinsie/gibseat\t\t\tgibseat\nkinsie/gibplant\t\t\tgibplant\n\nkinsie/elevator/doormove\tliftdor1\nkinsie/elevator/doorstop\tliftdor2\n\nkinsie/elevator/teleport\tkinslift\n\nkinsie/kronos/laffitup\t\tlaff\n\nkinsie/doom4gib\t\t\td4gib1\n\n// Map20\n    D_DEAD2\t\tD_DEAD2\n\n\t$ambient 1 D_DEAD2 point 0.5 continuous 10.0\n\n\t$ambient 2 D_DEAD2 point 2 continuous 2.0\n\n// Map24\n// Ambient Sounds\nWindAmbience WIND2\n$AMBIENT 1 WindAmbience  POINT CONTINUOUS 0.5\n\nAlarmSound AGITATIN\n$AMBIENT 2 AlarmSound  POINT CONTINUOUS 0.5\n\nBGsiren SIREN\n$AMBIENT 3 BGsiren POINT CONTINUOUS 0.5\n\nMeatDump MEATDUMP\n$AMBIENT 4 MeatDump POINT CONTINUOUS 0.5\n\n// Map25\nAperture/Greet PRTLGRET\nAperture/Toxin PRTLTOXN\nAperture/Hey PRTLHEY\nAmbient/Drone AMBDRONE\nAmbient/Goo AMBGOO\n\n// Map27\nHitler/Active  HIT1_ACT\nHitler/Death1  HIT1_DT1\nHitler/Shout   HIT1_SCH\nHitler/Attack  HIT1_ATT\n\n// Map40\nambient/rain\tambrain\nworld/thunder\tthndr1\n\ndoor1_start\t         d1_start\ndoor1_mid            d1_mid\ndoor1_end            d1_end\n\nPoisonShroomPain        stretch3\nPoisonShroomDeath       puff1\n\n// Map60\n\n// (Made by NeuralStunner)\n\n// [NS] Switches\n\nNS/Switch/PullSwitch/On\t\t\t\t\t\"Sounds/map60/Switches/_Pull_Switch_Activate.ogg\"\nNS/Switch/PullSwitch/Off\t\t\t\t\"Sounds/map60/Switches/_Pull_Switch_Deactivate.ogg\"\n$PitchShift\tNS/Switch/PullSwitch/On\t\t\t2\n$PitchShift\tNS/Switch/PullSwitch/Off\t\t2\n\n// [NS] Key Panels\n\nNS/Switch/Keycard/On\t\t\t\t\t\"Sounds/map60/Switches/_Lock_Keycard_Open.ogg\"\nNS/Switch/Keycard/Off\t\t\t\t\tDSEMPTY\nNS/Switch/Skullkey/On\t\t\t\t\t\"Sounds/map60/Switches/_Lock_Skullkey_Open.ogg\"\nNS/Switch/Skullkey/Off\t\t\t\t\tDSEMPTY\n$PitchShift\tNS/Switch/Keycard/On\t\t\t0\n$PitchShift\tNS/Switch/Skullkey/On\t\t\t0\n\n// [NS] Doors\n\nNS/Door/Wooden/Open\t\t\t\t\t\t\"Sounds/map60/Doors/_Wooden_Normal_Open.ogg\"\nNS/Door/Wooden/Close\t\t\t\t\t\"Sounds/map60/Doors/_Wooden_Normal_Shut.ogg\"\nNS/Door/WoodenFast/Open\t\t\t\t\t\"Sounds/map60/Doors/_Wooden_Fast_Open.ogg\"\nNS/Door/WoodenFast/Close\t\t\t\t\"Sounds/map60/Doors/_Wooden_Fast_Shut.ogg\"\n$PitchShift\tNS/Door/Wooden/Open\t\t\t\t2\n$PitchShift\tNS/Door/Wooden/Close\t\t\t2\n$PitchShift\tNS/Door/WoodenFast/Open\t\t\t2\n$PitchShift\tNS/Door/WoodenFast/Close\t\t2\n\n// [NS] Plats\n\nNS/Plat/Metal/Start\t\t\t\t\t\t\"Sounds/map60/Plats/_Metal_Lift_Move.ogg\"\nNS/Plat/Metal/Stop\t\t\t\t\t\t\"Sounds/map60/Plats/_Metal_Lift_Stop.ogg\"\n$PitchShift\tNS/Plat/Metal/Start\t\t\t\t2\n$PitchShift\tNS/Plat/Metal/Stop\t\t\t\t2\n\n// [NS] Dualgate effects\n\nNS/Dualgate/Object/Out\t\t\t\t\t\"Sounds/map60/Dualgate/_Gate_Object_Out.ogg\"\nNS/Dualgate/Object/In\t\t\t\t\t\"Sounds/map60/Dualgate/_Gate_Object_In.ogg\"\nNS/Dualgate/Object/Self\t\t\t\t\t\"Sounds/map60/Dualgate/_Gate_Object_Self.ogg\"\n$Volume\tNS/Dualgate/Object/Out\t\t\t\t0.5\n$Volume\tNS/Dualgate/Object/In\t\t\t\t0.5\n$Volume\tNS/Dualgate/Object/Self\t\t\t\t0.5\n$PitchShift\tNS/Dualgate/Object/Out\t\t\t2\n$PitchShift\tNS/Dualgate/Object/In\t\t\t2\n$PitchShift\tNS/Dualgate/Object/Self\t\t\t2\n\n// map64\nENGIENOPE DSNOPE\n\n// Map70\nquake/secret\tSECRET\nquake/info\t\tTALK\nquake/null\t\tNULL\n\nquake/laserfire\tENFIRE\nquake/laserdie\tENFSTOP\n\nquake/doors/base/locked\t\tBASETRY\nquake/doors/base/unlocked\tBASEUSE\n\nquake/keys/rune\tRUNEKEY\n\nquake/doors/stone/move\tDOORMV1\nquake/doors/stone/stop\tDRCLOS4\n\nquake/doors/base/move\tHYDRO1\nquake/doors/base/stop\tHYDRO2\n\nquake/doors/chain/move\tSTNDR1\nquake/doors/chain/stop\tSTNDR2\n\nquake/doors/metal/move\tDDOOR1\nquake/doors/metal/stop\tDDOOR2\n\nquake/doors/stone/startsecret\tLATCH2\nquake/doors/stone/movesecret\tWINCH2\nquake/doors/stone/stopsecret\tDRCLOS4\n\nquake/doors/metal/startsecret\tAIRDOOR2\nquake/doors/metal/movesecret\tAIRDOOR1\nquake/doors/metal/stopsecret\tAIRDOOR2\n\nquake/doors/base/startsecret\tBASESEC2\nquake/doors/base/movesecret\t\tBASESEC1\nquake/doors/base/stopsecret\t\tBASESEC2\n\nquake/plats/base/move\tPLAT1\nquake/plats/base/stop\tPLAT2\n\nquake/plats/stone/move\tMEDPLAT1\nquake/plats/stone/stop\tMEDPLAT2\n\nquake/plats/train/move\tTRAIN1\nquake/plats/train/stop\tTRAIN2\n\nquake/buttons/steam\tAIRBUT1\nquake/buttons/wood\tSWITCH21\nquake/buttons/metal\tSWITCH02\nquake/buttons/inout\tSWITCH04\n\nquake/lightning\tPOWER\n\nquake/dog/sight\t\tDSIGHT\nquake/dog/active\tDOGIDLE\nquake/dog/pain\t\tDPAIN1\nquake/dog/death\t\tDDEATH\nquake/dog/attack\tDATTACK1"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "// Map13\n// =========================================\n\nPointlight OrangeSparkFlare\n{\n    Color 0.8 0.4 0.0\n    Size 12\n}\n\nObject SparkFlare_O1 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O2 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O3 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O4 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O5 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O6 { Frame SPKO { Light OrangeSparkFlare } }\n\n// MAP70\n\n// Normal\nbrightmap texture ARCH3\n{\n\tmap BARCH3\n}\n\nbrightmap texture BASEBTN1\n{\n\tmap BBASEBN1\n}\n\nbrightmap texture BASEBTN3\n{\n\tmap BBASEBN3\n}\n\nbrightmap texture QCEIL1_1\n{\n\tmap BQCLN1_1\n}\n\nbrightmap texture COMP1_6\n{\n\tmap BCOMP1_6\n}\n\nbrightmap texture DOPEFISH\n{\n\tmap BDOPEFSH\n}\n\nbrightmap texture EGYPT17\n{\n\tmap BEGYPT17\n}\n\nbrightmap texture HTEK04_2\n{\n\tmap BHTEK4_2\n}\n\nbrightmap texture KEY01_1\n{\n\tmap BKEY01_1\n}\n\nbrightmap texture KEY01_2\n{\n\tmap BKEY01_2\n}\n\nbrightmap texture KEY03_1\n{\n\tmap BKEY03_1\n}\n\nbrightmap texture KEY03_2\n{\n\tmap BKEY03_2\n}\n\nbrightmap texture MED3_0\n{\n\tmap BMED3_0\n}\n\nbrightmap texture MED3_1\n{\n\tmap BMED3_1\n}\n\nbrightmap texture METAL6_3\n{\n\tmap BMETL6_3\n}\n\nbrightmap texture METAL8_3\n{\n\tmap BMETL8_3\n}\n\nbrightmap texture METAL9_2\n{\n\tmap BMETL9_2\n}\n\nbrightmap texture MMIS1SID\n{\n\tmap BMMIS1SI\n}\n\nbrightmap texture MMIS2SID\n{\n\tmap BMMIS2SI\n}\n\nbrightmap texture NAIL1SID\n{\n\tmap BNAIL1SI\n}\n\nbrightmap texture NAIL1TOP\n{\n\tmap BNAIL1TO\n}\n\nbrightmap texture NAMES\n{\n\tmap BNAMES\n}\n\nbrightmap texture NUMBER1\n{\n\tmap BNUMBER1\n}\n\nbrightmap texture NUMBER2\n{\n\tmap BNUMBER2\n}\n\nbrightmap texture NUMBER3\n{\n\tmap BNUMBER3\n}\n\nbrightmap texture NUMBER4\n{\n\tmap BNUMBER4\n}\n\nbrightmap texture PLATBUT1\n{\n\tmap BPLTBTN1\n}\n\nbrightmap texture RAVEN\n{\n\tmap BRAVEN\n}\n\nbrightmap texture RUNE2_1\n{\n\tmap BRUNE2_1\n}\n\nbrightmap texture RUNE2_2\n{\n\tmap BRUNE2_2\n}\n\nbrightmap texture RUNE2_3\n{\n\tmap BRUNE2_3\n}\n\nbrightmap texture RUNE2_4\n{\n\tmap BRUNE2_4\n}\n\nbrightmap texture RUNE2_5\n{\n\tmap BRUNE2_5\n}\n\nbrightmap texture RUNE_A\n{\n\tmap BRUNE_A\n}\n\nbrightmap texture SFLOR4_4\n{\n\tmap BSFLR4_4\n}\n\nbrightmap texture SHOT1SID\n{\n\tmap BSHOT1SI\n}\n\nbrightmap texture SHOT1TOP\n{\n\tmap BSHOT1TO\n}\n\nbrightmap texture SLIP1\n{\n\tmap BSLIP1\n}\n\nbrightmap texture SLIP2\n{\n\tmap BSLIP2\n}\n\nbrightmap texture SLIPLITE\n{\n\tmap BSLIPLIT\n}\n\nbrightmap texture SLIPSIDE\n{\n\tmap BSLIPSID\n}\n\nbrightmap texture SWITCH_1\n{\n\tmap BSWTCH_1\n}\n\nbrightmap texture TECH03_2\n{\n\tmap BTCH03_2\n}\n\nbrightmap texture TECH06_2\n{\n\tmap BTCH06_2\n}\n\nbrightmap texture TLIGHT01\n{\n\tmap BTLGHT01\n}\n\nbrightmap texture TLIGHT02\n{\n\tmap BTLGHT02\n}\n\nbrightmap texture TLIGHT03\n{\n\tmap BTLGHT03\n}\n\nbrightmap texture TLIGHT07\n{\n\tmap BTLGHT07\n}\n\nbrightmap texture TLIGHT11\n{\n\tmap BTLGHT11\n}\n\nbrightmap texture Z_EXIT\n{\n\tmap BZ_EXIT\n}\n\n// Animated\nbrightmap texture 0BASEBTN\n{\n\tmap B0BASBTN\n}\n\nbrightmap texture 0SLIP\n{\n\tmap B0SLIP\n}\n\nbrightmap texture 0_BOXSID\n{\n\tmap B0BOXSID\n}\n\nbrightmap texture 0_BOXTOP\n{\n\tmap B0BOXTOP\n}\n\nbrightmap texture 0_LAVA0\n{\n\tmap B0LAVA0\n}\n\nbrightmap texture 0_LAVA0S\n{\n\tmap B0LAVA0S\n}\n\nbrightmap texture 0_LAVA1\n{\n\tmap B0LAVA1\n}\n\nbrightmap texture 0_LAVA1S\n{\n\tmap B0LAVA1S\n}\n\nbrightmap texture 0_MED100\n{\n\tmap B0MED100\n}\n\nbrightmap texture 0_MED25\n{\n\tmap B0MED25\n}\n\nbrightmap texture 0_MED25S\n{\n\tmap B0MED25S\n}\n\nbrightmap texture 1SLIP\n{\n\tmap B1SLIP\n}\n\nbrightmap texture 1_BOXSID\n{\n\tmap B1BOXSID\n}\n\nbrightmap texture 1_BOXTOP\n{\n\tmap B1BOXTOP\n}\n\nbrightmap texture 1_LAVA0\n{\n\tmap B1LAVA0\n}\n\nbrightmap texture 1_LAVA0S\n{\n\tmap B1LAVA0S\n}\n\nbrightmap texture 1_LAVA1\n{\n\tmap B1LAVA1\n}\n\nbrightmap texture 1_LAVA1S\n{\n\tmap B1LAVA1S\n}\n\nbrightmap texture 1_MED100\n{\n\tmap B1MED100\n}\n\nbrightmap texture 1_MED25\n{\n\tmap B1MED25\n}\n\nbrightmap texture 1_MED25S\n{\n\tmap B1MED25S\n}\n\nbrightmap texture 2SLIP\n{\n\tmap B2SLIP\n}\n\nbrightmap texture 2_LAVA0\n{\n\tmap B2LAVA0\n}\n\nbrightmap texture 2_LAVA0S\n{\n\tmap B2LAVA0S\n}\n\nbrightmap texture 2_LAVA1\n{\n\tmap B2LAVA1\n}\n\nbrightmap texture 2_LAVA1S\n{\n\tmap B2LAVA1S\n}\n\nbrightmap texture 2_MED100\n{\n\tmap B2MED100\n}\n\nbrightmap texture 2_MED25\n{\n\tmap B2MED25\n}\n\nbrightmap texture 3SLIP\n{\n\tmap B3SLIP\n}\n\nbrightmap texture 3_LAVA0\n{\n\tmap B3LAVA0\n}\n\nbrightmap texture 3_LAVA0S\n{\n\tmap B3LAVA0S\n}\n\nbrightmap texture 3_LAVA1\n{\n\tmap B3LAVA1\n}\n\nbrightmap texture 3_LAVA1S\n{\n\tmap B3LAVA1S\n}\n\nbrightmap texture 3_MED100\n{\n\tmap B3MED100\n}\n\nbrightmap texture 3_MED25\n{\n\tmap B3MED25\n}\n\nbrightmap texture 4SLIP\n{\n\tmap B4SLIP\n}\n\nbrightmap texture 5SLIP\n{\n\tmap B5SLIP\n}\n\nbrightmap texture 6SLIP\n{\n\tmap B6SLIP\n}\n\n// Liquids\nbrightmap texture QLAVA1\n{\n\tmap BQLAVA1\n}\n\nbrightmap texture QLAVA2\n{\n\tmap BQLAVA2\n}"
      },
      {
        "source": "pk3",
        "name": "Credits.txt",
        "contents": "Titlepic by Kinsie\nTitlemusic from Gradius III\nWin music from Super Street Fighter II\n\nMAP00:\n---------------------------\nMapper:\nMusic:\nTextures:\n\nMAP01: Check-In\n---------------------------\nMapper: unRyker\nMusic: Gammis of Lemonride - kattastrof\nTextures: Mechadon\n\nMAP13: The Fun Lab\n---------------------------\nMapper: TerminusEst13\nMusic: Crusader: No Remorse - Carnage and Mayhem\nTextures: cc4tex.wad\n\nunRyker\nName: Check-in\nCredits: Mechadon - Sky graphic, Gammis of Lemonride - Music (Direct links are in the MAPINFO.txt)\nQuote: You better start save-scumming now if you thought the Tag Labs was infuriating... I mean if you want to, I dunno I haven't gotten any sleep.\n\nRedead-ITA\n- Name: Box Simple\n- Credits: Capcom for the storm eagle theme and id for the default assets\n- Quote: \"i did a favor for everybody and maked the map07 for dump\"\nNOTE: Map01 is the one that i want to release not map07 and do not merge them both (forgot to say that and i think That Term understand it as a yes so please use only map01)\n\n[WIP]\nStatisticalHourglass\n- Name: Distillery\n- Credits: N/A\n- Quote: N/A\n\ndemo_the_man\n- Name: Simplicity is Golden\n- Credits: Rise of the Triad - Goin' Down the Fast Way\n- Quote: N/A\n\ncombatxtreme\n- Name: The Crater\n- Credits: Created by myself & Plutonic Overkill. Music \"Killing Floor\" also by me. Sky by Doom Juan, some textures from cc4-tex.\n- Quote: N/A\n\n[WIP]\nGyro\n- Name: Occult\n- Credits: N/A\n- Quote: N/A\n\nVbob\n- Name: Ruins & Lava\n- Credits: Castlevania Dracula X - Theme of Richter (Sequenced by Jay Reichard) (from here: http://www.vgmusic.com/music/console/nintendo/snes/)\n- Quote: \"Wow, that's a lot of red textures\"\n\nDudeDesigns\n- Name: Silver Satellite\n- Credits: N/A\n- Quote: N/A\n\nHoodoo456\n- Name: Bloodsport Canyon\n- Credits: Music track is \"06-ARENA2\" by Kenny Chou, from One Must Fall 2099. Skybox is by The Mighty Pete, downloaded from custommapmakers.org. Everything else is from normal Doom 2.\n- Quote: This map is 512x512 and oh man, I don't think you could go any smaller and still have a playable map.\n\nIdiotBitz\n-Name: mapsterpiece (came up with the name at four in the morning, now I've taken a liking to it.\n-Credits:\n\tGot the song from the Mod Archive, the song is called Backbeats Forever. You can remove/replace the song if you want, I just needed a song to put in it.\n\tBesides that, I used nothing but your standard DOOM 2 stuff.\n-Quote: Yes, the lava is flowing upwards. Don't ask me how, it just is.\n\nsimpletonnn\n- Name: Attack First\n- Credits: Toby Fox and Bagelvalley (Homestuck - Black MIDI), cc4tex.wad and of course Doom 2 textures\n- Quote: \"gone through three designs and its done\"\n\nDeviluke Roy\n- Name: Map for Dump 3 its Sp this time\n- Credits:\nNoir pack Credits:\nAuthor: Textures made by FuzzballFox and compiled by TheGreenHerring\nSubmitted: FuzzballFox\n\nMusic: It's from Pirate101, the Skull Island Alt. Battle theme.\nI got it off of http://listdownloadmp3.xyz/search/pirate101-skull-island-broadside-combat-theme/.\n\n(To mumblemumble, if you get the endlevel code working, just credit yourself here)\n- Quote: N/A\n\nwillykuo\n- Name: Simple Chaos\n- Credits:\nMusic : Made by Sidewinder from modarchive.org/\nTexture : Original Doom2 textures\n- Quote: N/A\n\nSpiritOfDecay\n- Name: Hydraulic Plant\n- Credits: Oh boi, here we go...\nTextures: DoomPotpourri.wad - FuzzballFox, Enjay, EarthQuake, CaptainToenail\nlitextra.wad - FuzzballFox\nMusic: \"Into the Fire\" - Nick \"Theshooter7\" George\n(Taken from MAP01 of Jenesis -James \"Jimmy\" Paddock)\n- Quote: \"If i had a penny for each map i finished... I'd still be poor.\"\n\nfloatRand [Submission 1]\n- Name: Felt\n- Credits:\nMap: floatRand\nTextures: cc4tex, compiled by Esselfortium ( see cc4-tex.txt for info ).\nMidi: Top Floor ( Castlevania: Aria Of Sorrow ), sequenced by Jorge D. Fuentes.\n- Quote:\n\"Shh.\"\n\nKarolineDianne\n- Name: The Darkness Beyond\n- Credits: Doom 2, Music and ambience from Doom64\n- Quote: N/A\n\nZachBrowder\n- Name: Broken Shit (Was: \"Veep Vop Voop\")\n- Credits: Music: winterman's_cigars (https://modarchive.org/module.php?133220)\n- Quote: \"He's going to go cry himself in his wee little pillah!\"\n\nCJacobsSA\n- Name: SOLITARY\n- Credits: All assets are vanilla save for the music, which comes from Shinobi III\n- Quote: Participating in this was a lot of fun! I was glad to be a part of it.\n\nmumblemumble\n- Name: TPBUNKER\n- Credits: Vanilla doom textures. Lack of sleep\n- Quote: Copy paste function is fun. And makes stuff so much easier. Also, crates.\n\nSoundofDoomDoors\nName: \"Janus\". I remember him as being a Roman god with two faces, each bearing a different expression. Considering how much harder one exit is compared to the other, I thought it was a good name.\nCredits:\n-cc4-tex. Get it here (packaged with the megawad): https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4\n-Helloween. The music track I used is a midi of Midnight Sun, the last track of the Better than Raw album.\nQuote: In the name of all that's unholy, JUMP! Jump over platforms, into and out of buildings, and onto enemies' heads.\n\nInsanityBringer\n- Name: \"The Mine to Hell\". I originally wanted to call it \"Hell is a Place On Earth\" but I don't think the map fits that name too well.\n- Credits: abbuw for some cave textures, NeuralStunner for recolored lavafall texture\n- Quote: I'm learning that massing monsters doesn't tend to always be the best thing. Need to work on encounters more. Map contains a single script.\n\nDarsycho\n- Name: Realm of the Sempiternal Archvile\n- Credits: Cage for custom textures. Music is from: https://modarchive.org/module.php?178355\n- Quote: Remember, press the big big button to defeat the Sempiternal Archvile!\n\nfloatRand [Submission 2]\n- Name: Lambda Base\n- Credits:\nMap: floatRand\nTextures: cc4tex, compiled by Esselfortium ( see cc4-tex.txt for info ).\nMidi: Submarine ( Sparkster [SNES]), sequenced by Matmax14.\n- Quote:\n\"This isn't rocket science.\"\n\nCharlieTheGnarly\nName: Dropoff\nCredits: Music is \"Upper Norfair\" from Super Metroid, all textures are from Doom 2\nQuote: Don't forget to unpeg your lower door textures!\n\nArctangent\n- Name: DUMP TD\n- Credits: whatever term puts for the music\n- Quote: this map was originally going to feature a \"core\" that was a giant sksnake pillar and you could place the friendly monsters anywhere and there was a short \"intro\" \"map\" ( more of a hallway ) that caused the actual map to start like 5 seconds after you hit the exit switch and the map was actually named after that section and the core was called your dick so when you hit the fake exit switch you'd suddenly get a message like \"OH NO! YOU DICKS IS BEING INVADED BY THE DEMONS\" and then it'd cut to the pillar and another message would be like \"<- YOUR DICK\" and then another popped under it that said \"( man that's nasty why you got it hanging out )\"\n\nSgt. Shivers\n- Name: Live Fire Exorcise\n- Credits: Mostly Doom edits, with some Shadow Warrior Textures.\n- Quote: \"Can you guess what game I was playing while I made this?\"\n\nAbyssWalker\n- Name: The Weed Number\n- Credits: Den from Castlevania: Dracula X, acquired from http://snesmusic.org/\n- Quote: The Dark Souls of Doom maps.\n\nMJ79\n- Name: Knee-deep in the DUMP\n- Credits: Vanilla stuff from Doom 2, MegaloDoomia MIDI by Xaser.\n- Quote: Basically a claustrophobic introductory map, meant to replace MAP01. And a big step into learning how to make maps for me.\n\nmumblemumble\n- Name: \"Stop your sins\"\n- Credits: Vanilla textures (too fucking lazy to use new ones...) https://modarchive.org/module.php?158247 this music\n- Quote: \"I cant believe I could make 3 arial launching cacodemon arenas, and get stuck making a simple door. FML\"\n\nBobman23\n- Name: Baby's First Map ( I guess lmao. Didn't put too much thought into a name, and I'd be here for a week trying to think of something : P)\n- Credits: The song is Hoise_2-34 off of the Mod Archive at this link http://modarchive.org/index.php?request=view_by_moduleid&query=126533, and the rest of the map is just using the Standard Doom 2 textures.\n- Quote: Making a map has a steep but short learning curve at first, but once you learn the basics you can go in all sorts of directions.\n\nZerrer\n- Name: Mountain Temple\n- Credits: Music from Shadow Warrior - Everybody Off\n- Quote: N/A\n\ncomet1338\n- Name: Panic Room\n- Credits: just vanilla D2 stuff, music is Full Stop from C&C - midi version pulled from 1024cla2.wad (D_THEDA3)\n- Quote: 'the name correlates to it's development'\n\nCheeki\n- Name: Brown Mesa\n- Credits: doom2.wad\n- Quote: This is the first map I've ever actually completed for anything, and I just sort of winged it, so I hope it's at least tolerable. Also I'm shit at naming things.\n\nTitan314\n- Name: Nuclear Control Facilities\n- Credits: Music taken from unused doom music (Unused 20 - http://rome.ro/news/2015/12/16/doom-archaeology), cc4-tex.wad textures used for textures\n- Quote: \"If you don't like how your map is going, take the best part(s) and start over\"\n\nFlotilla\n- Name: Municipal Well\n- Credits: MIDI is Midnight Wandering from Metal Slug 3. Everything else is vanilla Doom 2 textures.\n- Quote: \"Start small, end big\"\n\ndeathgod5309\n- Name: Research Facility\n- Credits: music is 'crucifixon' by Virgill\n- Quote: Keeping a check list of the fiddly bits and doing them asap is probably a good idea if you don't want to find you forgot to test something important.\n\nNeuralStunner\n- Name: NS_DUAL\n- Credits: \"The Duality\" (for DUMP 3)\n\tby Paul \"NeuralStunner\" Lawrence\n**************************************************\n*** TEXTURES\nTextures in this pack are free to use with proper credit.\n\n*** Doom\nAll images in the \"Doom\" directory come from DOOM and DOOM II by Id Software.\n\nEdits by Me:\n* NSBkMrb[1-2]\n\tDark marble, used for the \"Dualgate\".\n* NSHelDr[1-2]\n\tNarrow doors for hell maps. The second one I use for hell doors.\n* NSLavEdg\n\tA heated wall to use near lava. Based on NUKEDGE.\n* NSLavFa[1-4]\n\tA custom lavafall. Recolored from the \"slimefall\".\n* NSLokS0\n\tA blank marble panel.\n* NSLokS[1-3][t/f]\n\tLock panels for Skull Keys. The skull shows the needed color.\n* NSMrbLow\n\tSide texture for marble Hell teleports.\n* NSMrbUpp\n\t32px upper texture to match MARBGRAY.\n*NSRailX[1-2]\n\tMetal railings for hell maps.\n* NSTeleBs\n\tGreen teleporter for techbases. Metal trim.\n* NSTeleHl\n\tGreen teleporter for hellworlds. Marble trim.\n\n*** Hacx\nAll images in the \"Hacx\" directory come from Hacx 1.x by Banjo Software and the Hacx 2.0 team.\n\nEdits by Me:\n* NSDualw[1-4]\n\tSurrounding effect for the \"Dualgate\".\n* NSDualwF\n\tFlat effect for the \"Dualgate\".\n* NSElevT2\n\t(I smoothed out the lighting transitions.)\n* NSHazDor\n\tA big, heavy hazard door. (I brightened the yellow, and added the split down the middle.)\n* NSHazTrk\n\tFor the floor under the hazard door. (I added scoring lines.)\n* NSLokC[1-3][t/f]\n\tLock panels for Keycards. The border shows the needed color.\n* NSRailS[1-2]\n\tSteel railings for techbase safety.\n* NSSwt01[t/f]\n\tSmall, industrial style switch.\n\nNot Edited:\n* HacxSky[1-2]\n\t(I assembled the patches into single textures, but didn't really edit them.)\n* NSElevT1\n\t(Unchanged.)\n* NSHazBd[0-6]\n\tHazard borders. #0 is also useful in hell maps.\n* NSHazDEg\n\tFor the edges of the hazard door.\n* NSHelLt[R/Y]\n\tDoor/edge lights for hell maps.\n* NSHelLtZ\n\tA wider yellow edge light. (Made from NSHelLtY.)\n* NSHelTrk\n\tDoortrack for hell maps.\n* NSMetl[01-02]\n\tGeneral metal surfaces.\n* NSRustFl\n\tFlat, dark rusty metal. Useful in hell maps.\n* NSSwSid[1-2]\n\tMetal trim, intended for upright switch panels.\n\n*** Misc\nTextures in \"Textures\\NS\".\n\n* NSBlack\n\tA plain black square. Can't really claim rights to this, can I?\n\n**************************************************\n*** SOUNDS\nSound effects in this pack are free to use with proper credit.\n\n* Doors\\_Wooden_*\n\tHexen II, Quake\n* Plats\\_Metal_Lift_*\n\tHexen II, Quake\n* Switches\\_Lock_Keycard_*\n\tQuake\n* Switches\\_Lock_Skullkey_*\n\tHexen II, Quake\n* Switches\\_Pull_Switch_*\n\tHexen II\n* Dualgate\\*\n\tCourtesy of John Tennek\n\n**************************************************\n*** MUSIC\n* _LTTP_Dungeon_Rock.mid\n\"Z3 Light World Dungeon (Rock Remix)\" by Gerudo\n\t(vgmusic.com)\n- Quote: \"WHY DID YOU DO THAT?!\" - Ghastly\n\nMinimum Payne\n- Name: Durex Waste Disposal\n- Credits: Music is \"Neo Kobe Steel Factory\"\nComposed by Miki Higashino, Masanori Adachi, and Tappi Iwase for Contra III: The Alien Wars\nDumped by SonicPanda on snesmusic.org\n- Quote: \"Map-making is long and hard, just like the end of this map ;)\" -Minimum Payne\n\nKinsie\n- Name: The Corporate Ladder\n- Credits:\nMUSIC:\nTim Follin - Stages 4 and 6 (from Time Trax (Beta))\nYuzo Koshiro - Revenge of Mr. X (from Streets of Rage 2)\n\nTEXTURES:\nJimmy Gnosis\nId Software\nRaven Software\n3D Realms\nJimmy Paddock\nHellstorm Archon\nMacPlay\nZero X Diamond\nLaz Rojas\nFuzzballFox\nEnjay\nEarthquake\nCaptainToenail\nNick Baker\nEngine Technology\nEMAG Soft & Union Systems\n\nSOUNDS:\nId Software\nGrey Matter Software\nIon Storm (lmbo)\nMicrosoft\nRareware\n- Quote: \"Let's try using more than one texture, okay...?\"\n\nFlipy\n- Name: Infested Installation\n- Credits: Music is \"Memories of Puyo Puyo\" from Puyo Puyo. Everything else is vanilla Doom 2\n- Quote: Never made a doom map before, and I just started making lines until I got this. I like to think the building is actually owned by Time Warner Cable, explaining the demons\n\nAction Max\n- Name: Tomb of Hectikhamen\n- Credits:\nMusic: \"Egypt\" from Goldeneye 64\nGraphics: Egyptian textures from Scythe 2, which took them from Brotherhood of Ruin. Sky texture from Scythe 2 (unknown original source).\n- Quote: Tricks and traps await you in this sandy tomb...\n\nNimja\n- Name: Starship Aurora\n- Credits: The music is \"entering the surface\" by a \"gammis\" on modarchive https://modarchive.org/module.php?32338\n- Quote: N/A\n\nNAG\n- Name: Eviscerated\n- Credits: Custom MIDI - \"Profondo Rosso\" by Goblin. Don't know who made the MIDI; it was culled from a 1990's Spooky MIDI Angefire site\n- Quote: First map, first time using Doom Builder and SLADE. The level was fun to make, I hope it's fun to play.\n\nBeed28\n- Name: 'Venture into the Bouncy Castle\n- Credits:\ncc4-tex.wad\nMusic Track: Jelly Vibes by Andromeda (k_jelly.xm).\nInitial sky texture borrowed from Heretic, by Raven Software\nSky texture for the rest of the level by zrrion the insect\nTree sprites and tall grass textures borrowed from Valiant, by Skillsaw\nDoor sounds borrowed from Strife, by Rogue Entertainment\n- Quote: Just remember to take your boots off before stepping onto the bouncy castle!\n\nWivicer\n- Name: Corrupted Facility\n- Credits: Music is arranged by me (Wivicer)\nOriginally written by Kenichi Matsubara for Castlevania II\nSky textures by Mechadon\nOther miscellaneous textures from cchest4\n- Quote: What a terrible night for a curse...\n\nicept\n- Name: Cloverhouse\n- Credits: The music was taken from here, but doesn't state a specific creator. https://freemidi.org/download-9074-danger-high-voltage-electric-six\n- Quote: N/A\n\nUntitled\n- Name: Dimensional Accelerator\n- Credits: Music: Xaser - Angry Science\n- Quote: \"Creative idea or lazy design? You decide!\"\n\nleodoom85\n- Name: The UAC Ocean Base\n- Credits: Noby for the music (Ocean Deep) and of course, DOOM!\n- Quote: Too much 3D sectors, demons and water. 7/10.\n\nShadow Hog\n- Name: An Online Virtual Reality Used By Hackers\n- Credits:\nAll custom textures and sound effects were sourced from Quake and its two expansions.\nMusic is two MIDI adaptations of Quake music by Jay \"SilentZora\" Reichard (specifically, \"Parallel Dimensions\" and \"Quake Theme\"/\"Persia Inversion\"), and D_BLANK from Turbocharged Arcade (I suppose I'll have to ask Xaser where it came from).\n- Quote: N/A\n\nTehRealSalt\n- Name: Winter In Summer\n- Credits: Textures are all from cc4-tex.wad (be sure to load it as well!!); songs are \"Wacky World\" from The Lost Vikings (Genesis) and \"Unused Boss Theme (825 version)\" from Sonic 3D Blast\n- Quote: <TehRealSalt> i like how #zdoom is talking about srb2 while #srb2fun is talking about doom\n\nTemin_Dump\n- Name: A Night at the Opera\n- Credits: Custom MIDI - \"Pas De Deux\" by Samuel Barber. Arranged by yours truly. It probably needs a bit of tweaking. I whipped it together in a few hours.\nCustom Textures -- CC4 Texture pack (cc4-tex.wad) from the Community Chest 4 Zip on idgames\n-- Duke Nukem Texture pack (duketex.wad) from Realm 667\n- Quote: \"You ever have one of those days where you just can't see in color anymore?\"\n\nVennoBennu\n- Name: Weapons Research Lab\n- Credits: Music is a MIDI of Flash Man's stage from MM2, made by Sword-Bolt. Otherwise, everything is vanilla.\n- Quote: \"Mapping is both easier and harder than you think it is\"\n\nPotato_Senpai\n- Name: Revenge of the Jungle Fuckers 2000\n- Credits:\n-Music: \"Evil Destroyer\" from \"Thunder Force IV\"\n-Kristian Aro for the custom textures in ruinbros.wad\n-SrgMkIV for the various custom foliage sprites and\nsound effects used from Knee-deep in the jungle.\n- Quote: N/A\n\nBobBarker\n- Name: Crunk Refinery\n- Credits: just ID\n- Quote: \"guess where I took a break from mapping\"\n\ndeathz0r\n- Name: This Is Serious Mum\n- Credits: cc4-tex for textures, BATTERY.MOD by Betrayer for music\n- Quote: \"97% of software renderers HATE this map! Click HERE to find out about this one simple trick!\"\n\nLogicalFallacy\n- Name: The Runaround (Don't ask, I was tired and it seemed like a good name at the time)\n- Credits: The good folks of OG iD Software (all stock textures)\n- Quote: \"I don't know I'm making this up as I go.\"\n\nSpudTheRubbish\n- Name: Overflow\n- Credits: All textures are vanilla Doom 2. Custom music is \"Comix Zone - Episode 1, Page 1-1\" by Howard Drossin.\n- Quote: \"Wait, why are my doors only opening from one side?\"\n\nJimmy\nName: Mercury Rain\nMusic Used: \"Mercury Rain\" by Skaven (https://modarchive.org/module.php?50680)\nCredits:\nTEXTURES\nCasali brothers (plutonia.wad)\nRaven Software (heretic.wad)\nValve Software (massm2.wad)\nNiGHTMARE & Sam Woodman (mortres.wad)\nNiGHTMARE (nb_recol.wad)\nrf` (rftex.wad, helltx.wad)\nThomas van der Velden (tvr!.wad, pl2.wad)\nIikka Keranen (requiem.wad)\nAdelusion (mm2.wad, gothictx.wad)\nJohnathan Rimmer (erattex1.wad)\nJimmy (misc. edits)\nFuzzball (misc. new textures)\nCage (misc. new textures)\n\nSPRITES\nCaptain Toenail (HellGrowth.wad, SkeweredCorpses.wad)\nCaptain Toenail & Skulltag Team (SkulltagGore.wad)\nGothic & Raven Software (DeadSwampTrees.wad)\nAgentSpork (Hectebus.wad)\nRaven Software (Hexen poison cloud)\n\nMISC\nGhastly_dragon, Tormentor667 (RainSpawner.wad)\nQuote: \"Also known as \"Pluvial Terrace\".\"\n\nArchXeno\n- Name: Not Another Tech Base\n- Credits: Song is the intro for AEOD v4\n- Quote: I don't like this map, but at least it exists\n\ndukka\n- Name: Regressive Experience (map DUKKAD3)\n- Credits: Music: zapultur.mod by Microforce (https://modarchive.org/module.php?54806)\n- Quote: \"Somehow worse than a drunk snapmap session.\"\n\nChrisR91\n- Name: Urban Hell\n- Credits: Realm667 & 3DRealms (textures), Square Enix (music) iD Software (Sky)\n- Quote: I dare you restart the level on Ultra Violence. Also mapping is fun, and made better when you learn by doing!\n\nStale_Meat [Submission 1]\n- Name: Judgement Day\n- Credits: Community Chest 4 for the extra textures (included with the download), Music from the T2 Arcade game for Genesis (http://project2612.org/details.php?id=389)\n- Quote: \"Whelp, there went my mapping virginity. Now with (much less) monsters, too!\"\n\nTotalInjury\n- Name: Dumping Ground (got the idea from DUMP itself)\n- Credits: N/A\n- Quote: \"An abandoned nuclear disposal plant has been overrun by demons. Go deep into the facility to uncover its secrets and escape!\"\n\nfloatRand [Submission 3]\n- Name: Electron\n- Credits:\nMap: floatRand\nTextures: cc4tex, compiled by Esselfortium ( see cc4-tex.txt for info ).\nMidi: Journey To Silius ( stage 1 ), sequenced by Jayster.\n- Quote: \"Engaging Electronic Hell in 3, 2, 1...\"\n\ncharcola\n- Name: Base Stimpack\n- Credits: map by charcola, hidden character: Purgatori property of Chaos Comics, sprite rip from Tom Colby's Purgatori Quake II model\nStimpack-tan character is charcola's ... stimpack design is by id Software?\n- Quote: My first Doom map in over 13 years!\n\nStale_Meat [Submission 2]\nName: Tunnel Crates Rule!\nCredits: Community Chest 4 for textures, Music: E2M2 remix by Jason Reichard.\nQuote: That's us, and we rule!"
      },
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "[enu default]\n\nWINTEXT =\n\t\"wow yay you're winner\";"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "global"
      },
      {
        "source": "pk3",
        "name": "SNDSEQ.txt",
        "contents": "// Map11\n\n[Beed28TechDoorBig\nDoor 1\n\t0\t\tDoorOpenNormal\n\t1\t\tDoorCloseNormal\n\t2\t\tDoorOpenNormal\n\t3\t\tDoorCloseNormal\n]\n\n[Beed28TechDoorSmall\nDoor 2\n\t0\t\tDoorOpenSmallMetal\n\t1\t\tDoorCloseSmallMetal\n\t2\t\tDoorOpenSmallMetal\n\t3\t\tDoorCloseSmallMetal\n]\n\n[Beed28WoodDoorBig\nDoor 3\n\t0\t\tDoorOpenLargeWood\n\t1\t\tDoorCloseLargeWood\n\t2\t\tDoorOpenLargeWood\n\t3\t\tDoorCloseLargeWood\n]\n\n[Beed28WoodDoorSmall\nDoor 4\n\t0\t\tDoorOpenSmallWood\n\t1\t\tDoorCloseSmallWood\n\t2\t\tDoorOpenSmallWood\n\t3\t\tDoorCloseSmallWood\n]\n\n// Map15\n:ElevatorDoor\n\tdoor          0\n\tplayuntildone kinsie/elevator/doormove\n\tplayuntildone plats/pt1_mid\n\tstopsound     kinsie/elevator/doorstop\nend\n\n// Map40\n:Door1\n\tdoor\t\t1\n\tplayuntildone\tdoor1_start\n\tplayrepeat\tdoor1_mid\n\tstopsound\tdoor1_end\nend\n\n// Map51\n:DoorOpenNormal\n\tdoor 11\n   play\t\tdoors/dr1_open\n   nostopcutoff\nend\n\n// Map60\n\n// (Made by NeuralStunner)\n\n// [NS] Doors\n\n:NSDoorWoodenOpen\n\tPlay\t\t\t\"NS/Door/Wooden/Open\"\n\tNoStopCutoff\nEnd\n\n:NSDoorWoodenClose\n\tPlay\t\t\t\"NS/Door/Wooden/Close\"\n\tNoStopCutoff\nEnd\n\n:NSDoorWoodenFastOpen\n\tPlay\t\t\t\"NS/Door/WoodenFast/Open\"\n\tNoStopCutoff\nEnd\n\n:NSDoorWoodenFastClose\n\tPlay\t\t\t\"NS/Door/WoodenFast/Close\"\n\tNoStopCutoff\nEnd\n\n[NSDoorWooden\n\t0\tNSDoorWoodenOpen\n\t1\tNSDoorWoodenClose\n\t2\tNSDoorWoodenFastOpen\n\t3\tNSDoorWoodenFastClose\n]\n\n// [NS] Plats\n\n:NSPlatMetal\n\tPlay\t\t\t\"NS/Plat/Metal/Start\"\n\tStopSound\t\t\"NS/Plat/Metal/Stop\"\nEnd\n\n// Map70\n:QuakeStoneDoor\n\tdoor 57\n\tplayrepeat\tquake/doors/stone/move\n\tstopsound\tquake/doors/stone/stop\nend\n\n:QuakeBaseDoor\n\tdoor 58\n\tplayrepeat\tquake/doors/base/move\n\tstopsound\tquake/doors/base/stop\nend\n\n:QuakeChainDoor\n\tdoor 59\n\tplayrepeat\tquake/doors/chain/move\n\tstopsound\tquake/doors/chain/stop\nend\n\n:QuakeMetalDoor\n\tdoor 60\n\tplayrepeat\tquake/doors/metal/move\n\tstopsound\tquake/doors/metal/stop\nend\n\n:QuakeStoneDoorSecret\n\tdoor 61\n\tplayrepeat\tquake/doors/stone/movesecret\n\tstopsound\tquake/doors/stone/stopsecret\nend\n\n:QuakeMetalDoorSecret\n\tdoor 62\n\tplayrepeat\tquake/doors/metal/movesecret\n\tstopsound\tquake/doors/metal/stopsecret\nend\n\n:QuakeBaseDoorSecret\n\tdoor 63\n\tplayrepeat\tquake/doors/base/movesecret\n\tstopsound\tquake/doors/base/stopsecret\nend\n\n:QuakeBasePlat\n\tplayrepeat\tquake/plats/base/move\n\tstopsound\tquake/plats/base/stop\nend\n\n:QuakeStonePlat\n\tplayrepeat\tquake/plats/stone/move\n\tstopsound\tquake/plats/stone/stop\nend\n\n:QuakeTrainPlat\n\tplayrepeat\tquake/plats/train/move\n\tstopsound\tquake/plats/train/stop\nend\n\n:QuakeButtonSteamMetal\n\tdoor 53\n\tplay\tquake/buttons/steam\n\tnostopcutoff\nend\n\n:QuakeButtonWoodenClunk\n\tdoor 54\n\tplay\tquake/buttons/wood\n\tnostopcutoff\nend\n\n:QuakeButtonMetallicClick\n\tdoor 55\n\tplay\tquake/buttons/metal\n\tnostopcutoff\nend\n\n:QuakeButtonInOut\n\tdoor 56\n\tplay\tquake/buttons/inout\n\tnostopcutoff\nend\n\n:QuakeSilence\n\tplay\tquake/null\nend"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "// Map23\n\ntexture DOOR2_5B, 64, 72\n{\n   Patch DOOR2_5B, 0, 0\n}\n\ntexture D2TEX01, 128, 64\n{\n   Patch D2TEX01, 0, 0\n}\ntexture D2TEX02, 128, 64\n{\n   Patch D2TEX02, 0, 0\n}\ntexture D2TEX03, 128, 64\n{\n   Patch D2TEX03, 0, 0\n}\ntexture D2TEX04, 128, 64\n{\n   Patch D2TEX04, 0, 0\n}\ntexture D2TEX05, 128, 64\n{\n   Patch D2TEX05, 0, 0\n}\ntexture D2TEX06, 128, 64\n{\n   Patch D2TEX06, 0, 0\n}\ntexture D2TEX07, 128, 64\n{\n   Patch D2TEX07, 0, 0\n}\ntexture D2TEX08, 128, 64\n{\n   Patch D2TEX08, 0, 0\n}\ntexture D2TEX10, 128, 256\n{\n   Patch D2TEX1A, 0, 0\n   Patch D2TEX1B, 0, 128\n}\n\n// Map25\n\nTexture ARRWD, 32, 32\n{\n\tPatch ARRWD, 0, 0\n}\n\nTexture ARRWL, 32, 32\n{\n\tPatch ARRWL, 0, 0\n}\n\nTexture ARRWR, 32, 32\n{\n\tPatch ARRWR, 0, 0\n}\n\nTexture ARRWU, 32, 32\n{\n\tPatch ARRWU, 0, 0\n}\n\nTexture BPORTAL, 64, 96\n{\n\tPatch BPORTAL, 0, 0\n}\n\nTexture BWARPA, 128, 128\n{\n\tPatch BWARPA, 0, 0\n}\n\nTexture BWARPB, 128, 128\n{\n\tPatch BWARPB, 0, 0\n}\n\nTexture OPORTAL, 64, 96\n{\n\tPatch OPORTAL, 0, 0\n}\n\nTexture OWARPA, 128, 128\n{\n\tPatch OWARPA, 0, 0\n}\n\nTexture OWARPB, 128, 128\n{\n\tPatch OWARPB, 0, 0\n}\n\nTexture PRTLBTTN, 64, 64\n{\n\tPatch PRTLBTTN, 0, 0\n}\n\nTexture PRTLDOOR, 128, 128\n{\n\tPatch PRTLDOOR, 0, 0\n}\n\nTexture PRTLEXIT, 32, 32\n{\n\tPatch PRTLEXIT, 0, 0\n}\n\nTexture PRTLFLAT, 64, 64\n{\n\tPatch PRTLFLAT, 0, 0\n}\n\nTexture PRTLGRTE, 64, 64\n{\n\tPatch PRTLGRTE, 0, 0\n}\n\nTexture PRTLLITB, 64, 64\n{\n\tPatch PRTLLITB, 0, 0\n}\n\nTexture PRTLLITE, 32, 64\n{\n\tPatch PRTLLITE, 0, 0\n}\n\nTexture PRTLLITO, 64, 64\n{\n\tPatch PRTLLITO, 0, 0\n}\n\nTexture PRTLO, 32, 32\n{\n\tPatch PRTLO, 0, 0\n}\n\nTexture PRTLSTEP, 32, 8\n{\n\tPatch PRTLSTEP, 0, 0\n}\n\nTexture PRTLWAL1, 64, 96\n{\n\tPatch PRTLWAL1, 0, 0\n}\n\nTexture PRTLWAL2, 64, 192\n{\n\tPatch PRTLWAL2, 0, 0\n}\n\nTexture PRTLWAL4, 64, 64\n{\n\tPatch PRTLWAL4, 0, 0\n}\n\nTexture PRTLWAL5, 64, 64\n{\n\tPatch PRTLWAL5, 0, 0\n}\n\nTexture PRTLWITE, 64, 64\n{\n\tPatch PRTLWITE, 0, 0\n}\n\nTexture PRTLWNDW, 64, 96\n{\n\tPatch PRTLWNDW, 0, 0\n}\n\nTexture PRTLX, 32, 32\n{\n\tPatch PRTLX, 0, 0\n}\n\nTexture WHITE, 64, 64\n{\n\tPatch WHITE, 0, 0\n}\n\nTexture PRTLWAL3, 128, 192\n{\n\tPatch PRTLWAL3, 0, 0\n}\n\nTexture PRTLLNKB, 64, 64\n{\n\tPatch PRTLLNKB, 0, 0\n}\n\nTexture PRTLLNKO, 64, 64\n{\n\tPatch PRTLLNKO, 0, 0\n}\n\nTexture PRTLLIFT, 64, 128\n{\n\tPatch PRTLLIFT, 0, 0\n}\n\nTexture PRTLPLAT, 64, 128\n{\n\tPatch PRTLPLAT, 0, 0\n}\n\nTexture PRTLCRPT, 64, 64\n{\n\tPatch PRTLCRPT, 0, 0\n}\n\nTexture PRTLOFF, 64, 128\n{\n\tPatch PRTLOFF, 0, 0\n}\n\nTexture PRTLLOGO, 256, 96\n{\n\tPatch PRTLLOGO, 0, 0\n}\n\nTexture INDWALL, 128, 128\n{\n\tPatch INDWALL, 0, 0\n}\n\nTexture INDWALL2, 64, 128\n{\n\tPatch INDWALL2, 0, 0\n}\n\nTexture INDFLAT, 64, 64\n{\n\tPatch INDFLAT, 0, 0\n}\n\nTexture INDDOOR, 64, 96\n{\n\tPatch INDDOOR, 0, 0\n}\n\nTexture PRTLVENT, 32, 32\n{\n\tPatch PRTLVENT, 0, 0\n}\n\n// Map28\n\nTexture RSKY1, 256, 128\n{\n\tPatch RSKY1, 0, 0\n}\n\nTexture ETEX001, 64, 128\n{\n\tPatch ETEX001, 0, 0\n}\n\nTexture ETEX003, 160, 128\n{\n\tPatch ETEX003, 0, 0\n}\n\nTexture ETEX004, 112, 112\n{\n\tPatch ETEX004, 0, 0\n}\n\nTexture ETEX005, 128, 128\n{\n\tPatch ETEX005, 0, 0\n}\n\nTexture ETEX006, 128, 96\n{\n\tPatch ETEX006, 0, 0\n}\n\nTexture ETEX007, 128, 64\n{\n\tPatch ETEX007, 0, 0\n}\n\nTexture ETEX008, 64, 128\n{\n\tPatch ETEX008, 0, 0\n}\n\nTexture ETEX009, 128, 128\n{\n\tPatch ETEX009, 0, 0\n}\n\nTexture ETEX010, 96, 128\n{\n\tPatch ETEX010, 0, 0\n}\n\nTexture ETEX011, 64, 128\n{\n\tPatch ETEX011, 0, 0\n}\n\nTexture ETEX012, 64, 128\n{\n\tPatch ETEX012, 0, 0\n}\n\nTexture ETEX013, 64, 128\n{\n\tPatch ETEX013, 0, 0\n}\n\nTexture ETEX014, 256, 128\n{\n\tPatch ETEX014, 0, 0\n}\n\nTexture ETEX015, 128, 128\n{\n\tPatch ETEX015, 0, 0\n}\n\nTexture ETEX016, 208, 128\n{\n\tPatch ETEX016, 0, 0\n}\n\nTexture ETEX017, 128, 128\n{\n\tPatch ETEX017, 0, 0\n}\n\nTexture ETEX018, 192, 176\n{\n\tPatch ETEX018, 0, 0\n}\n\nTexture ETEX019, 64, 128\n{\n\tPatch ETEX019, 0, 0\n}\n\nTexture ETEX020, 208, 128\n{\n\tPatch ETEX020, 0, 0\n}\n\nTexture ETEX021, 64, 128\n{\n\tPatch ETEX021, 0, 0\n}\n\nTexture ETEX023, 64, 128\n{\n\tPatch ETEX023, 0, 0\n}\n\nTexture ETEX022, 64, 128\n{\n\tPatch ETEX022, 0, 0\n}\n\nTexture ETEX024, 192, 176\n{\n\tPatch ETEX024, 0, 0\n}\n\nTexture ETEX025, 64, 128\n{\n\tPatch ETEX025, 0, 0\n}\n\nTexture ETEX026, 64, 128\n{\n\tPatch ETEX026, 0, 0\n}\n\nTexture ETEX027, 64, 128\n{\n\tPatch ETEX027, 0, 0\n}\n\nTexture ETEX028, 128, 64\n{\n\tPatch ETEX028, 0, 0\n}\n\nTexture ETEX029, 128, 128\n{\n\tPatch ETEX029, 0, 0\n}\n\nTexture ETEX030, 128, 128\n{\n\tPatch ETEX030, 0, 0\n}\n\nTexture ETEX031, 64, 176\n{\n\tPatch ETEX031, 0, 0\n}\n\nTexture ETEX032, 64, 176\n{\n\tPatch ETEX032, 0, 0\n}\n\nTexture ETEX033, 192, 176\n{\n\tPatch ETEX033, 0, 0\n}\n\nTexture ETEX034, 64, 128\n{\n\tPatch ETEX034, 0, 0\n}\n\nTexture ETEX035, 128, 128\n{\n\tPatch ETEX035, 0, 0\n}\n\nTexture ETEX036, 160, 128\n{\n\tPatch ETEX036, 0, 0\n}\n\nTexture ETEX037, 192, 128\n{\n\tPatch ETEX037, 0, 0\n}\n\nTexture ETEX038, 64, 128\n{\n\tPatch ETEX038, 0, 0\n}\n\nTexture ETEX039, 64, 160\n{\n\tPatch ETEX039, 0, 0\n}\n\nTexture ETEX040, 128, 64\n{\n\tPatch ETEX040, 0, 0\n}\n\nTexture ETEX041, 128, 64\n{\n\tPatch ETEX041, 0, 0\n}\n\nTexture ETEX042, 128, 128\n{\n\tPatch ETEX042, 0, 0\n}\n\nTexture ETEX043, 64, 128\n{\n\tPatch ETEX043, 0, 0\n}\n\nTexture ETEX044, 64, 128\n{\n\tPatch ETEX044, 0, 0\n}\n\nTexture ETEX045, 128, 128\n{\n\tPatch ETEX045, 0, 0\n}\n\nTexture ETEX046, 96, 128\n{\n\tPatch ETEX046, 0, 0\n}\n\nTexture FIRESK01, 63, 224\n{\n\tPatch FIRESK01, 0, 0\n}\n\nTexture FIRESK02, 63, 224\n{\n\tPatch FIRESK02, 0, 0\n}\n\nTexture FIRESK03, 63, 224\n{\n\tPatch FIRESK03, 0, 0\n}\n\nTexture FIRESK04, 63, 224\n{\n\tPatch FIRESK04, 0, 0\n}\n\nTexture FIRESK05, 63, 224\n{\n\tPatch FIRESK05, 0, 0\n}\n\nTexture FIRESK06, 63, 224\n{\n\tPatch FIRESK06, 0, 0\n}\n\nTexture FIRESK07, 63, 224\n{\n\tPatch FIRESK07, 0, 0\n}\n\nTexture FIRESK08, 63, 224\n{\n\tPatch FIRESK08, 0, 0\n}\n\nTexture FIRESK09, 63, 224\n{\n\tPatch FIRESK09, 0, 0\n}\n\nTexture FIRESK10, 63, 224\n{\n\tPatch FIRESK10, 0, 0\n}\n\nTexture FIRESK11, 63, 224\n{\n\tPatch FIRESK11, 0, 0\n}\n\nTexture FIRESK12, 63, 224\n{\n\tPatch FIRESK12, 0, 0\n}\n\nTexture FIRESK13, 63, 224\n{\n\tPatch FIRESK13, 0, 0\n}\n\nTexture FIRESK14, 63, 224\n{\n\tPatch FIRESK14, 0, 0\n}\n\nTexture FIRESK15, 63, 224\n{\n\tPatch FIRESK15, 0, 0\n}\n\nTexture FIRESK16, 63, 224\n{\n\tPatch FIRESK16, 0, 0\n}\n\nTexture FIRESK17, 63, 224\n{\n\tPatch FIRESK17, 0, 0\n}\n\nTexture FIRESK18, 63, 224\n{\n\tPatch FIRESK18, 0, 0\n}\n\nTexture FIRESK19, 63, 224\n{\n\tPatch FIRESK19, 0, 0\n}\n\nTexture FIRESK20, 63, 224\n{\n\tPatch FIRESK20, 0, 0\n}\n\nTexture FIRESK21, 63, 224\n{\n\tPatch FIRESK21, 0, 0\n}\n\nTexture FIRESK22, 63, 224\n{\n\tPatch FIRESK22, 0, 0\n}\n\nTexture FIRESK23, 63, 224\n{\n\tPatch FIRESK23, 0, 0\n}\n\nTexture FIRESK24, 63, 224\n{\n\tPatch FIRESK24, 0, 0\n}\n\nTexture FIRESK25, 63, 224\n{\n\tPatch FIRESK25, 0, 0\n}\n\nTexture FIRESK26, 63, 224\n{\n\tPatch FIRESK26, 0, 0\n}\n\nTexture FIRESK27, 63, 224\n{\n\tPatch FIRESK27, 0, 0\n}\n\nTexture FIRESK28, 63, 224\n{\n\tPatch FIRESK28, 0, 0\n}\n\nTexture FIRESK29, 63, 224\n{\n\tPatch FIRESK29, 0, 0\n}\n\nTexture FIRESK30, 63, 224\n{\n\tPatch FIRESK30, 0, 0\n}\n\nTexture FIRESK31, 63, 224\n{\n\tPatch FIRESK31, 0, 0\n}\n\nTexture FIRESK32, 63, 224\n{\n\tPatch FIRESK32, 0, 0\n}\n\nTexture FIRESK33, 63, 224\n{\n\tPatch FIRESK33, 0, 0\n}\n\nTexture FIRESK34, 63, 224\n{\n\tPatch FIRESK34, 0, 0\n}\n\nTexture FIRESK35, 63, 224\n{\n\tPatch FIRESK35, 0, 0\n}\n\nTexture FIRESK36, 63, 224\n{\n\tPatch FIRESK36, 0, 0\n}\n\nTexture FIRESK37, 63, 224\n{\n\tPatch FIRESK37, 0, 0\n}\n\nTexture FIRESK38, 63, 224\n{\n\tPatch FIRESK38, 0, 0\n}\n\nTexture FIRESK39, 63, 224\n{\n\tPatch FIRESK39, 0, 0\n}\n\nTexture FIRESK40, 63, 224\n{\n\tPatch FIRESK40, 0, 0\n}\n\nTexture FIRESK41, 63, 224\n{\n\tPatch FIRESK41, 0, 0\n}\n\nTexture FIRESK42, 63, 224\n{\n\tPatch FIRESK42, 0, 0\n}\n\nTexture FIRESK43, 63, 224\n{\n\tPatch FIRESK43, 0, 0\n}\n\nTexture FIRESK44, 63, 224\n{\n\tPatch FIRESK44, 0, 0\n}\n\nTexture FIRESK45, 63, 224\n{\n\tPatch FIRESK45, 0, 0\n}\n\nTexture FIRESK46, 63, 224\n{\n\tPatch FIRESK46, 0, 0\n}\n\nTexture FIRESK47, 63, 224\n{\n\tPatch FIRESK47, 0, 0\n}\n\nTexture FIRESK48, 63, 224\n{\n\tPatch FIRESK48, 0, 0\n}\n\nTexture FIRESK49, 63, 224\n{\n\tPatch FIRESK49, 0, 0\n}\n\nTexture FIRESK50, 63, 224\n{\n\tPatch FIRESK50, 0, 0\n}\n\nTexture FIRESK51, 63, 224\n{\n\tPatch FIRESK51, 0, 0\n}\n\nTexture FIRESK52, 63, 224\n{\n\tPatch FIRESK52, 0, 0\n}\n\nTexture FIRESK53, 63, 224\n{\n\tPatch FIRESK53, 0, 0\n}\n\nTexture FIRESK54, 63, 224\n{\n\tPatch FIRESK54, 0, 0\n}\n\nTexture FIRESK55, 63, 224\n{\n\tPatch FIRESK55, 0, 0\n}\n\nTexture FIRESK56, 63, 224\n{\n\tPatch FIRESK56, 0, 0\n}\n\nTexture FIRESK57, 63, 224\n{\n\tPatch FIRESK57, 0, 0\n}\n\nTexture FIRESK58, 63, 224\n{\n\tPatch FIRESK58, 0, 0\n}\n\nTexture FIRESK59, 63, 224\n{\n\tPatch FIRESK59, 0, 0\n}\n\nTexture FIRESK60, 63, 224\n{\n\tPatch FIRESK60, 0, 0\n}\n\nTexture FIRESK61, 63, 224\n{\n\tPatch FIRESK61, 0, 0\n}\n\nTexture FIRESK62, 63, 224\n{\n\tPatch FIRESK62, 0, 0\n}\n\nTexture FIRESK63, 63, 224\n{\n\tPatch FIRESK63, 0, 0\n}\n\nTexture FIRESK64, 63, 224\n{\n\tPatch FIRESK64, 0, 0\n}\n\nTexture FIRESK65, 63, 224\n{\n\tPatch FIRESK65, 0, 0\n}\n\nTexture FIRESK66, 63, 224\n{\n\tPatch FIRESK66, 0, 0\n}\n\nTexture FIRESK67, 63, 224\n{\n\tPatch FIRESK67, 0, 0\n}\n\nTexture FIRESK68, 63, 224\n{\n\tPatch FIRESK68, 0, 0\n}\n\nTexture FIRESK69, 63, 224\n{\n\tPatch FIRESK69, 0, 0\n}\n\nTexture FIRESK70, 63, 224\n{\n\tPatch FIRESK70, 0, 0\n}\n\nTexture FIRESK71, 63, 224\n{\n\tPatch FIRESK71, 0, 0\n}\n\nTexture FIRESK72, 63, 224\n{\n\tPatch FIRESK72, 0, 0\n}\n\nTexture FIRESK73, 63, 224\n{\n\tPatch FIRESK73, 0, 0\n}\n\nTexture FIRESK74, 63, 224\n{\n\tPatch FIRESK74, 0, 0\n}\n\nTexture FIRESK75, 63, 224\n{\n\tPatch FIRESK75, 0, 0\n}\n\nTexture FIRESK76, 63, 224\n{\n\tPatch FIRESK76, 0, 0\n}\n\nTexture FIRESK77, 63, 224\n{\n\tPatch FIRESK77, 0, 0\n}\n\nTexture FIRESK78, 63, 224\n{\n\tPatch FIRESK78, 0, 0\n}\n\nTexture FIRESK79, 63, 224\n{\n\tPatch FIRESK79, 0, 0\n}\n\nTexture FIRESK80, 63, 224\n{\n\tPatch FIRESK80, 0, 0\n}\n\nTexture FIRESK81, 63, 224\n{\n\tPatch FIRESK81, 0, 0\n}\n\nTexture FIRESK82, 63, 224\n{\n\tPatch FIRESK82, 0, 0\n}\n\nTexture FIRESK83, 63, 224\n{\n\tPatch FIRESK83, 0, 0\n}\n\nTexture FIRESK84, 63, 224\n{\n\tPatch FIRESK84, 0, 0\n}\n\nTexture FIRESK85, 63, 224\n{\n\tPatch FIRESK85, 0, 0\n}\n\nTexture FIRESK86, 63, 224\n{\n\tPatch FIRESK86, 0, 0\n}\n\nTexture FIRESK87, 63, 224\n{\n\tPatch FIRESK87, 0, 0\n}\n\nTexture FIRESK88, 63, 224\n{\n\tPatch FIRESK88, 0, 0\n}\n\nTexture FIRESK89, 63, 224\n{\n\tPatch FIRESK89, 0, 0\n}\n\nTexture FIRESK90, 63, 224\n{\n\tPatch FIRESK90, 0, 0\n}\n\nTexture FIRESK91, 63, 224\n{\n\tPatch FIRESK91, 0, 0\n}\n\nTexture FIRESK92, 63, 224\n{\n\tPatch FIRESK92, 0, 0\n}\n\nTexture FIRESK93, 63, 224\n{\n\tPatch FIRESK93, 0, 0\n}\n\nTexture FIRESK94, 63, 224\n{\n\tPatch FIRESK94, 0, 0\n}\n\nTexture FIRESK95, 63, 224\n{\n\tPatch FIRESK95, 0, 0\n}\n\nTexture FIRESK96, 63, 224\n{\n\tPatch FIRESK96, 0, 0\n}\n\nTexture FIRESK97, 63, 224\n{\n\tPatch FIRESK97, 0, 0\n}\n\nTexture FIRESK98, 63, 224\n{\n\tPatch FIRESK98, 0, 0\n}\n\nTexture FIRESK99, 63, 224\n{\n\tPatch FIRESK99, 0, 0\n}\n\nTexture FIRESK00, 63, 224\n{\n\tPatch FIRESK00, 0, 0\n}\n\n// Map37\n// I'm not sure how comfortable I am with these being called \"CP\"\n\nTexture CP_00, 64, 64\n{\n\tPatch CP_00, 0, 0\n}\n\nTexture CP_01, 64, 64\n{\n\tPatch CP_01, 0, 0\n}\n\nTexture CP_02, 4, 64\n{\n\tPatch CP_02, 0, 0\n}\n\nTexture CP_00, 64, 64\n{\n\tPatch CP_00, 0, 0\n}\n\nTexture CP_01, 64, 64\n{\n\tPatch CP_01, 0, 0\n}\n\nTexture CP_02, 4, 64\n{\n\tPatch CP_02, 0, 0\n}\n\n// Map50\n\nTexture EGYPTRM1, 128, 16\n{\n\tPatch EGYPTRM1, 0, 0\n}\n\nTexture EGYPTRM2, 128, 128\n{\n\tPatch EGYPTRM2, 0, 0\n}\n\nTexture EGYPTRM3, 128, 128\n{\n\tPatch EGYPTRM3, 0, 0\n}\n\nTexture EGYPTRM4, 128, 128\n{\n\tPatch EGYPTRM4, 0, 0\n}\n\nTexture EGYPTRM5, 128, 64\n{\n\tPatch EGYPTRM5, 0, 0\n}\n\nTexture EGYPTRM6, 128, 64\n{\n\tPatch EGYPTRM6, 0, 0\n}\n\nTexture EGYPTRM7, 128, 64\n{\n\tPatch EGYPTRM7, 0, 0\n}\n\nTexture EGYPTRM8, 128, 64\n{\n\tPatch EGYPTRM8, 0, 0\n}\n\nTexture EGYPTRM9, 64, 64\n{\n\tPatch EGYPTRM9, 0, 0\n}\n\nTexture EGYPTRM0, 128, 16\n{\n\tPatch EGYPTRM0, 0, 0\n}\n\nTexture EGYPWALL, 128, 128\n{\n\tPatch EGYPWALL, 0, 0\n}\n\nTexture EGYPWALM, 128, 128\n{\n\tPatch EGYPWALM, 0, 0\n}\n\nTexture EGYPBRK4, 64, 128\n{\n\tPatch EGYPBRK4, 0, 0\n}\n\nTexture EGYPBRK5, 256, 128\n{\n\tPatch EGYPBRK5, 0, 0\n}\n\nTexture EGYPBRK7, 128, 128\n{\n\tPatch EGYPBRK7, 0, 0\n}\n\nTexture EGYPWL07, 64, 64\n{\n\tPatch EGYPWL07, 0, 0\n}\n\nTexture MAYABRK1, 128, 128\n{\n\tPatch MAYABRK1, 0, 0\n}\n\nTexture MAYABRK2, 128, 128\n{\n\tPatch MAYABRK2, 0, 0\n}\n\nTexture MAYABRK8, 128, 128\n{\n\tPatch MAYABRK8, 0, 0\n}\n\nTexture MAYARUNE, 64, 64\n{\n\tPatch MAYARUNE, 0, 0\n}\n\nTexture MAYASTN5, 128, 128\n{\n\tPatch MAYASTN5, 0, 0\n}\n\nTexture MAYASUPH, 128, 16\n{\n\tPatch MAYASUPH, 0, 0\n}\n\nTexture MAYASUPP, 16, 128\n{\n\tPatch MAYASUPP, 0, 0\n}\n\nTexture GWALL03, 64, 64\n{\n\tPatch GWALL03, 0, 0\n}\n\nTexture GWALL04, 64, 64\n{\n\tPatch GWALL04, 0, 0\n}\n\nTexture GWALL05, 64, 64\n{\n\tPatch GWALL05, 0, 0\n}\n\nTexture ROCK10, 128, 128\n{\n\tPatch ROCK10, 0, 0\n}\n\nTexture ROCK12, 256, 128\n{\n\tPatch ROCK12, 0, 0\n}\n\nTexture ROCK24, 128, 128\n{\n\tPatch ROCK24, 0, 0\n}\n\nTexture WOODP1, 64, 64\n{\n\tPatch WOODP1, 0, 0\n}\n\nTexture WOODP2, 64, 64\n{\n\tPatch WOODP2, 0, 0\n}\n\nTexture SANDWALL, 64, 64\n{\n\tPatch SANDWALL, 0, 0\n}\n\nTexture FULLMOON, 1024, 384\n{\n\tPatch FULLMOON, 0, 0\n}\n\nTexture SW1HEXEN, 32, 32\n{\n\tPatch SW1HEXEN, 0, 0\n}\n\nTexture SW2HEXEN, 32, 32\n{\n\tPatch SW2HEXEN, 0, 0\n}\n\nTexture SW1LNBTN, 32, 32\n{\n\tPatch SW1LNBTN, 0, 0\n}\n\nTexture SW2LNBTN, 32, 32\n{\n\tPatch SW2LNBTN, 0, 0\n}\n\nTexture HOLVX01, 64, 64\n{\n\tPatch HOLVX01, 0, 0\n}\n\nTexture HOLVX02, 64, 64\n{\n\tPatch HOLVX02, 0, 0\n}\n\nTexture HOLVX03, 64, 64\n{\n\tPatch HOLVX03, 0, 0\n}\n\nTexture HOLVX04, 64, 64\n{\n\tPatch HOLVX04, 0, 0\n}\n\nTexture HOLVX05, 64, 64\n{\n\tPatch HOLVX05, 0, 0\n}\n\nTexture HOLVX06, 64, 64\n{\n\tPatch HOLVX06, 0, 0\n}\n\nTexture HOLVX07, 64, 64\n{\n\tPatch HOLVX07, 0, 0\n}\n\nTexture HOLVX08, 64, 64\n{\n\tPatch HOLVX08, 0, 0\n}\n\nTexture HOLVX09, 64, 64\n{\n\tPatch HOLVX09, 0, 0\n}\n\nTexture HOLVX10, 64, 64\n{\n\tPatch HOLVX10, 0, 0\n}\n\nTexture HOLWX01, 64, 64\n{\n\tPatch HOLWX01, 0, 0\n}\n\nTexture HOLWX02, 64, 64\n{\n\tPatch HOLWX02, 0, 0\n}\n\nTexture HOLWX03, 64, 64\n{\n\tPatch HOLWX03, 0, 0\n}\n\nTexture HOLWX04, 64, 64\n{\n\tPatch HOLWX04, 0, 0\n}\n\nTexture HOLWX05, 64, 64\n{\n\tPatch HOLWX05, 0, 0\n}\n\nTexture HOLWX06, 64, 64\n{\n\tPatch HOLWX06, 0, 0\n}\n\nTexture HOLWX07, 64, 64\n{\n\tPatch HOLWX07, 0, 0\n}\n\nTexture HOLWX08, 64, 64\n{\n\tPatch HOLWX08, 0, 0\n}\n\nTexture HOLWX09, 64, 64\n{\n\tPatch HOLWX09, 0, 0\n}\n\nTexture HOLWX10, 64, 64\n{\n\tPatch HOLWX10, 0, 0\n}\n\nTexture HOLXX01, 64, 64\n{\n\tPatch HOLXX01, 0, 0\n}\n\nTexture HOLXX02, 64, 64\n{\n\tPatch HOLXX02, 0, 0\n}\n\nTexture HOLXX03, 64, 64\n{\n\tPatch HOLXX03, 0, 0\n}\n\nTexture HOLXX04, 64, 64\n{\n\tPatch HOLXX04, 0, 0\n}\n\nTexture HOLXX05, 64, 64\n{\n\tPatch HOLXX05, 0, 0\n}\n\nTexture HOLXX06, 64, 64\n{\n\tPatch HOLXX06, 0, 0\n}\n\nTexture HOLXX07, 64, 64\n{\n\tPatch HOLXX07, 0, 0\n}\n\nTexture HOLXX08, 64, 64\n{\n\tPatch HOLXX08, 0, 0\n}\n\nTexture HOLXX09, 64, 64\n{\n\tPatch HOLXX09, 0, 0\n}\n\nTexture HOLXX10, 64, 64\n{\n\tPatch HOLXX10, 0, 0\n}\n\nTexture WTRFALL1, 64, 128\n{\n\tPatch WTRFALL1, 0, 0\n}\n\nTexture WTRFALL2, 64, 128\n{\n\tPatch WTRFALL2, 0, 0\n}\n\nTexture WTRFALL3, 64, 128\n{\n\tPatch WTRFALL3, 0, 0\n}\n\nTexture WTRFALL4, 64, 128\n{\n\tPatch WTRFALL4, 0, 0\n}\n\n// Map68\n\nTexture MIDPIPE3, 128, 128\n{\n\tPatch MIDPIPE3, 0, 0\n}\n\nTexture MIDPIPE4, 128, 128\n{\n\tPatch MIDPIPE4, 0, 0\n}\n\nTexture AMMOSIGN, 48, 16\n{\n\n\tPatch SHAWN2, -12, -25\n\tPatch STCFN065, 7, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN077, 15, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN077, 24, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN079, 33, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n}\n\nTexture MedSign, 64, 32\n{\n\tPatch SHAWN2, 0, -17\n\tPatch STCFN077, 6, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN069, 15, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN069, 47, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN068, 23, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN073, 31, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN073, 43, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN067, 35, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN065, 43, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN076, 51, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN076, 35, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN083, 4, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN083, 55, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN085, 11, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN080, 19, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN080, 27, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n}\n\n// Map70\n\nTexture SLIPBTS2, 64, 16\n{\n\tPatch SLIPBTSD, 0, 0\n\t{\n\t\tRotate -90\n\t}\n}\n\nTexture SLIPTPS2, 64, 16\n{\n\tPatch SLIPTPSD, 0, 0\n\t{\n\t\tRotate -90\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "animdefs.txt",
        "contents": "// Map15\ntexture DTELE1\n    allowdecals\n    pic DTELE1 tics 3\n    pic DTELE2 tics 3\n    pic DTELE3 tics 3\n    pic DTELE4 tics 3\n\ntexture PPNT0\n    allowdecals\n    pic PPNT0 tics 5\n    pic PPNT1 tics 108\n    pic PPNT0 tics 5\n    pic PPNT2 tics 108\n    pic PPNT0 tics 5\n    pic PPNT3 tics 108\n    pic PPNT0 tics 5\n    pic PPNT4 tics 108\n    pic PPNT0 tics 5\n    pic PPNT5 tics 108\n\n// Flats\nwarp texture DNSLIME\nwarp2 texture DNLAVA\nwarp texture DN3DCLOU\n\n// Switches\nswitch doom 1 SW1DUKE1\non sound switches/normbutn\npic SW2DUKE1 tics 0\n\nswitch doom 1 SW1JIMM1\non sound switches/normbutn\npic SW2JIMM1 tics 0\n\nswitch doom 1 SW1JIMM2\non sound switches/normbutn\npic SW2JIMM2 tics 0\n\nswitch doom 1 SW1JIMM3\non sound switches/normbutn\npic SW2JIMM3 tics 0\n\nswitch doom 1 PROTO4\non sound switches/exitbutn\npic PROTO3 tics 0\n\n// \"Switches\"\nswitch doom dn3d0198\non sound kinsie/gibglass\npic KINSNOWT tics 0\n\n// Map25\ntexture OWARPA\n    pic OWARPA tics 5\n    pic OWARPB tics 5\n\ntexture BWARPA\n    pic BWARPA tics 5\n    pic BWARPB tics 5\n\nswitch PRTLX on sound Switch1 pic PRTLO tics 0\nswitch PRTLO off sound Switch2 pic PRTLX tics 0\n\n// Map35\n\nwarp Texture DARS_SKY 1\n\n// Map40\n\nTexture\tOptional\tN_GFALL1 \tRange\tN_GFALL4\tTics 8\nTexture\tOptional\tN_FFLDB1 \tRange\tN_FFLDB4\tTics 4\nTexture\tOptional\tN_FFLDY1 \tRange\tN_FFLDY4\tTics 4\nTexture\tOptional\tN_FFLDR1 \tRange\tN_FFLDR4\tTics 4\nTexture\tOptional\tN_FFLDG1 \tRange\tN_FFLDG4\tTics 4\nTexture\tOptional\tGRFALL1 \tRange\tGRFALL4\t\tTics 8\nTexture\tOptional\tLFALL1 \t\tRange\tLFALL4\t\tTics 8\nTexture\tOptional\tRFALL1 \t\tRange\tRFALL4\t\tTics 8\nTexture\tOptional\tSLFALL1 \tRange\tSLFALL4\t\tTics 8\nFlat\tOptional\tNFGSLM01 \tRange\tNFGSLM04\tTics 8\nFlat\tOptional\tGWATER1 \tRange\tGWATER4\t\tTics 8\nFlat\tOptional\tRWATER1 \tRange\tRWATER4\t\tTics 4\nFlat\tOptional\tNFLAVA05 \tRange\tNFLAVA08\tTics 8\nFlat\tOptional\tRFLAVA1 \tRange\tRFLAVA4\t\tTics 8\nFlat\tOptional\tSLIMAGE1 \tRange\tSLIMAGE3\tTics 8\n\nWarp Texture N_FFLDB1\nWarp Texture N_FFLDB2\nWarp Texture N_FFLDB3\nWarp Texture N_FFLDB4\nWarp Texture N_FFLDY1\nWarp Texture N_FFLDY2\nWarp Texture N_FFLDY3\nWarp Texture N_FFLDY4\nWarp Texture N_FFLDR1\nWarp Texture N_FFLDR2\nWarp Texture N_FFLDR3\nWarp Texture N_FFLDR4\nWarp Texture N_FFLDG1\nWarp Texture N_FFLDG2\nWarp Texture N_FFLDG3\nWarp Texture N_FFLDG4\n\n// Map49\ntexture\tNSLAVFA1 range NSLAVFA4 tics 8\n\n// Map50\n\nFlat\tOptional\tFLTWAWA1\tRange\tFLTWAWA3\tTics 8\nFlat\tOptional\tFLTSLUD1\tRange\tFLTSLUD3\tTics 8\nFlat\tOptional\tFLTTELE1\tRange\tFLTTELE4\tTics 6\nFlat\tOptional\tFLTFLWW1\tRange\tFLTFLWW3\tTics 9\nFlat\tOptional\tFLTLAVA1\tRange\tFLTLAVA4\tTics 8\nFlat\tOptional\tFLATHUH1\tRange\tFLATHUH4\tTics 8\nTexture\tOptional\tLAVAFL1 \tRange\tLAVAFL3 \tTics 6\nTexture\tOptional\tWATRWAL1\tRange\tWATRWAL3\tTics 4\nFlat\tOptional\tF_SCANR5\tRange\tF_SCANR8\tTics 4\nFlat\tOptional\tF_WATR01\tRange\tF_WATR03\tTics 8\nFlat\tOptional\tF_PWATR1\tRange\tF_PWATR3\tTics 11\nFlat\tOptional\tF_SCANR1\tRange\tF_SCANR4\tTics 4\nTexture\tOptional\tSCAN05  \tRange\tSCAN08  \tTics 4\nTexture\tOptional\tSWTRMG01\tRange\tSWTRMG03\tTics 4\nTexture\tOptional\tSCAN01  \tRange\tSCAN04  \tTics 4\n//Texture\tOptional\tCOMP01  \tRange\tCOMP04  \tTics 4\nTexture\tOptional\tCOMP05  \tRange\tCOMP08  \tTics 6\nTexture\tOptional\tCOMP09  \tRange\tCOMP12  \tTics 11\nTexture\tOptional\tCOMP13  \tRange\tCOMP16  \tTics 12\nTexture\tOptional\tCOMP17  \tRange\tCOMP20  \tTics 12\nTexture\tOptional\tCOMP21  \tRange\tCOMP24  \tTics 12\nTexture\tOptional\tCOMP25  \tRange\tCOMP28  \tTics 12\nTexture\tOptional\tCOMP29  \tRange\tCOMP32  \tTics 12\nTexture\tOptional\tCOMP33  \tRange\tCOMP37  \tTics 12\nTexture\tOptional\tCOMP38  \tRange\tCOMP41  \tTics 12\nTexture\tOptional\tCOMP42  \tRange\tCOMP49  \tTics 10\nTexture\tOptional\tBRKGRY13\tRange\tBRKGRY16\tTics 10\nTexture\tOptional\tBRNSCN01\tRange\tBRNSCN04\tTics 10\nTexture\tOptional\tCONCRT09\tRange\tCONCRT12\tTics 11\nTexture\tOptional\tCONCRT22\tRange\tCONCRT25\tTics 11\nTexture\tOptional\tWALPMP01\tRange\tWALPMP02\tTics 16\nTexture\tOptional\tWALTEK16\tRange\tWALTEK17\tTics 8\nTexture\tOptional\tFORCE01 \tRange\tFORCE04 \tTics 4\nTexture\tOptional\tFORCE05 \tRange\tFORCE08 \tTics 4\nTexture\tOptional\tFAN01   \tRange\tFAN02   \tTics 4\nFlat\tOptional\tP_VWATR1\tRange\tF_VWATR3\tTics 4\nFlat\tOptional\tF_HWATR1\tRange\tF_HWATR3\tTics 4\nFlat\tOptional\tF_TELE1 \tRange\tF_TELE2 \tTics 4\nFlat\tOptional\tF_FAN1  \tRange\tF_FAN2  \tTics 4\nFlat\tOptional\tF_CONVY1\tRange\tF_CONVY2\tTics 4\nFlat\tOptional\tF_RDALN1\tRange\tF_RDALN4\tTics 4\nTexture\tOptional\tHOLVX01 \tRange\tHOLVX10 \tTics 4\nTexture\tOptional\tHOLXX01 \tRange\tHOLXX10 \tTics 4\nTexture\tOptional\tHOLWX01 \tRange\tHOLWX10 \tTics 4\nTexture\tOptional\tWTRFALL1\tRange\tWTRFALL4\tTics 4\n\n// Map60\n\n// (Made by NeuralStunner)\n\n// [NS] Lava Fall\n\nTexture NSLavFa1\n\tPic NSLavFa1 Tics 8\n\tPic NSLavFa2 Tics 8\n\tPic NSLavFa3 Tics 8\n\tPic NSLavFa4 Tics 8\n\nTexture NSLavFa2\n\tPic NSLavFa2 Tics 8\n\tPic NSLavFa3 Tics 8\n\tPic NSLavFa4 Tics 8\n\tPic NSLavFa1 Tics 8\n\nTexture NSLavFa3\n\tPic NSLavFa3 Tics 8\n\tPic NSLavFa4 Tics 8\n\tPic NSLavFa1 Tics 8\n\tPic NSLavFa2 Tics 8\n\nTexture NSLavFa4\n\tPic NSLavFa4 Tics 8\n\tPic NSLavFa1 Tics 8\n\tPic NSLavFa2 Tics 8\n\tPic NSLavFa3 Tics 8\n\n// [NS] Switches\n\nSwitch NSSwt01f\n\tOn\n\tSound \"NS/Switch/PullSwitch/On\"\n\tPic NSSwt01t Tics 0\n\nSwitch NSSwt01t\n\tOff\n\tSound \"NS/Switch/PullSwitch/Off\"\n\tPic NSSwt01f Tics 0\n\n// [NS] Lock Panels: Keycards\n\nSwitch NSLokC1f\n\tOn\n\tSound \"NS/Switch/Keycard/On\"\n\tPic NSLokC1t Tics 0\n\nSwitch NSLokC1t\n\tOff\n\tSound \"NS/Switch/Keycard/Off\"\n\tPic NSLokC1f Tics 0\n\nSwitch NSLokC2f\n\tOn\n\tSound \"NS/Switch/Keycard/On\"\n\tPic NSLokC2t Tics 0\n\nSwitch NSLokC2t\n\tOff\n\tSound \"NS/Switch/Keycard/Off\"\n\tPic NSLokC2f Tics 0\n\nSwitch NSLokC3f\n\tOn\n\tSound \"NS/Switch/Keycard/On\"\n\tPic NSLokC3t Tics 0\n\nSwitch NSLokC3t\n\tOff\n\tSound \"NS/Switch/Keycard/Off\"\n\tPic NSLokC3f Tics 0\n\n// [NS] Lock Panels: Skullkeys\n\nSwitch NSLokS1f\n\tOn\n\tSound \"NS/Switch/Skullkey/On\"\n\tPic NSLokS1t Tics 0\n\nSwitch NSLokS1t\n\tOff\n\tSound \"NS/Switch/Skullkey/Off\"\n\tPic NSLokS1f Tics 0\n\nSwitch NSLokS2f\n\tOn\n\tSound \"NS/Switch/Skullkey/On\"\n\tPic NSLokS2t Tics 0\n\nSwitch NSLokS2t\n\tOff\n\tSound \"NS/Switch/Skullkey/Off\"\n\tPic NSLokS2f Tics 0\n\nSwitch NSLokS3f\n\tOn\n\tSound \"NS/Switch/Skullkey/On\"\n\tPic NSLokS3t Tics 0\n\nSwitch NSLokS3t\n\tOff\n\tSound \"NS/Switch/Skullkey/Off\"\n\tPic NSLokS3f Tics 0\n\n// [NS] Dualgate Effects\n\nTexture NSDualw1\n\tPic NSDualw1 Tics 2\n\tPic NSDualw2 Tics 2\n\tPic NSDualw3 Tics 2\n\tPic NSDualw4 Tics 2\n\nTexture NSDualw2\n\tPic NSDualw2 Tics 2\n\tPic NSDualw3 Tics 2\n\tPic NSDualw4 Tics 2\n\tPic NSDualw1 Tics 2\n\nTexture NSDualw3\n\tPic NSDualw3 Tics 2\n\tPic NSDualw4 Tics 2\n\tPic NSDualw1 Tics 2\n\tPic NSDualw2 Tics 2\n\nTexture NSDualw4\n\tPic NSDualw4 Tics 2\n\tPic NSDualw1 Tics 2\n\tPic NSDualw2 Tics 2\n\tPic NSDualw3 Tics 2\n\nWarp Flat NSDualwF\n\n// Map64\ntexture DNMACH01\n\tpic DNMACH01 tics 8\n\tpic DNMACH02 tics 8\n\tpic DNMACH03 tics 8\n\ntexture DNMACH02\n\tpic DNMACH01 tics 8\n\tpic DNMACH02 tics 8\n\tpic DNMACH03 tics 8\n\ntexture DNMACH03\n\tpic DNMACH01 tics 8\n\tpic DNMACH02 tics 8\n\tpic DNMACH03 tics 8\n\ntexture DNXTEL01\n\tpic DNXTEL01 tics 4\n\tpic DNXTEL02 tics 4\n\tpic DNXTEL03 tics 4\n\tpic DNXTEL04 tics 4\n\n// Map68\nTexture Wfall1 range WFALL4 tics 3\nTexture LAVFALL1 range LAVFALL4 tics 3\nwarp flat TOXWAST\n\n// Map70\n\ntexture 0BASEBTN\n\tallowdecals\n\tpic 0BASEBTN tics 3.5\n\tpic 1BASEBTN tics 3.5\n\nswitch 0BASEBTN on sound quake/null pic ABASEBTN tics 0\n\ntexture 0BUTN\n\tallowdecals\n\tpic 0BUTN tics 3.5\n\tpic 1BUTN tics 3.5\n\tpic 2BUTN tics 3.5\n\tpic 3BUTN tics 3.5\n\nswitch 0BUTN on sound quake/null pic ABUTN tics 0\n\ntexture 0BUTNN\n\tallowdecals\n\tpic 0BUTNN tics 3.5\n\tpic 1BUTNN tics 3.5\n\tpic 2BUTNN tics 3.5\n\tpic 3BUTNN tics 3.5\n\nswitch 0BUTNN on sound quake/null pic ABUTNN tics 0\n\ntexture 0BUTTON\n\tallowdecals\n\tpic 0BUTTON tics 3.5\n\tpic 1BUTTON tics 3.5\n\tpic 2BUTTON tics 3.5\n\tpic 3BUTTON tics 3.5\n\nswitch 0BUTTON on sound quake/null pic ABUTTON tics 0\n\ntexture 0DEM5\n\tallowdecals\n\tpic 0DEM5 tics 3.5\n\tpic 1DEM5 tics 3.5\n\tpic 2DEM5 tics 3.5\n\tpic 3DEM5 tics 3.5\n\ntexture 0FLOORSW\n\tallowdecals\n\tpic 0FLOORSW tics 3.5\n\tpic 1FLOORSW tics 3.5\n\tpic 2FLOORSW tics 3.5\n\tpic 3FLOORSW tics 3.5\n\nswitch 0FLOORSW on sound quake/null pic AFLOORSW tics 0\n\ntexture 0LIGHT01\n\tallowdecals\n\tpic 0LIGHT01 tics 3.5\n\tpic 1LIGHT01 tics 3.5\n\tpic 2LIGHT01 tics 3.5\n\ntexture 0MTLSW\n\tallowdecals\n\tpic 0MTLSW tics 3.5\n\tpic 1MTLSW tics 3.5\n\tpic 2MTLSW tics 3.5\n\tpic 3MTLSW tics 3.5\n\nswitch 0MTLSW on sound quake/null pic AMTLSW tics 0\n\ntexture 0PLANET\n\tallowdecals\n\tpic 0PLANET tics 3.5\n\tpic 1PLANET tics 3.5\n\tpic 2PLANET tics 3.5\n\tpic 3PLANET tics 3.5\n\ntexture 0SHOOT\n\tallowdecals\n\tpic 0SHOOT tics 3.5\n\tpic 1SHOOT tics 3.5\n\tpic 2SHOOT tics 3.5\n\tpic 3SHOOT tics 3.5\n\nswitch 0SHOOT on sound quake/null pic ASHOOT tics 0\n\ntexture 0SLIP\n\tallowdecals\n\tpic 0SLIP tics 3.5\n\tpic 1SLIP tics 3.5\n\tpic 2SLIP tics 3.5\n\tpic 3SLIP tics 3.5\n\tpic 4SLIP tics 3.5\n\tpic 5SLIP tics 3.5\n\tpic 6SLIP tics 3.5\n\ntexture 0_BOXSID\n\tallowdecals\n\tpic 0_BOXSID tics 3.5\n\tpic 1_BOXSID tics 3.5\n\ntexture 0_BOXTOP\n\tallowdecals\n\tpic 0_BOXTOP tics 3.5\n\tpic 1_BOXTOP tics 3.5\n\ntexture 0_FALL\n\tpic 0_FALL tics 3.5\n\tpic 1_FALL tics 3.5\n\tpic 2_FALL tics 3.5\n\tpic 3_FALL tics 3.5\n\tpic 4_FALL tics 3.5\n\tpic 5_FALL tics 3.5\n\tpic 6_FALL tics 3.5\n\tpic 7_FALL tics 3.5\n\ntexture 0_LAVA0\n\tallowdecals\n\tpic 0_LAVA0 tics 3.5\n\tpic 1_LAVA0 tics 3.5\n\tpic 2_LAVA0 tics 3.5\n\tpic 3_LAVA0 tics 3.5\n\ntexture 0_LAVA0S\n\tallowdecals\n\tpic 0_LAVA0S tics 3.5\n\tpic 1_LAVA0S tics 3.5\n\tpic 2_LAVA0S tics 3.5\n\tpic 3_LAVA0S tics 3.5\n\ntexture 0_LAVA1\n\tallowdecals\n\tpic 0_LAVA1 tics 3.5\n\tpic 1_LAVA1 tics 3.5\n\tpic 2_LAVA1 tics 3.5\n\tpic 3_LAVA1 tics 3.5\n\ntexture 0_LAVA1S\n\tallowdecals\n\tpic 0_LAVA1S tics 3.5\n\tpic 1_LAVA1S tics 3.5\n\tpic 2_LAVA1S tics 3.5\n\tpic 3_LAVA1S tics 3.5\n\ntexture 0_MED100\n\tallowdecals\n\tpic 0_MED100 tics 3.5\n\tpic 1_MED100 tics 3.5\n\tpic 2_MED100 tics 3.5\n\tpic 3_MED100 tics 3.5\n\ntexture 0_MED25\n\tallowdecals\n\tpic 0_MED25 tics 3.5\n\tpic 1_MED25 tics 3.5\n\tpic 2_MED25 tics 3.5\n\tpic 3_MED25 tics 3.5\n\ntexture 0_MED25S\n\tallowdecals\n\tpic 0_MED25S tics 3.5\n\tpic 1_MED25S tics 3.5\n\ntexture 0_PLAS0\n\tallowdecals\n\tpic 0_PLAS0 tics 3.5\n\tpic 1_PLAS0 tics 3.5\n\ntexture 0_PLAS1\n\tallowdecals\n\tpic 0_PLAS1 tics 3.5\n\tpic 1_PLAS1 tics 3.5\n\ntexture 0_PLSEND\n\tallowdecals\n\tpic 0_PLSEND tics 3.5\n\tpic 1_PLSEND tics 3.5\n\nwarp texture QBLOOD1\nwarp texture QLAVA1\nwarp texture QLAVA2\nwarp texture QRIFT1\nwarp texture QSLIME1\nwarp texture QSLIME2\nwarp texture QTELEPOR\nwarp texture QWATER0\nwarp texture QWATER1\nwarp texture QWATER2\n\n// Secret6\n\nSwitch\tDoom 1\t\t0_BLKSW0\tOn Pic\t0_BLKSW1\tTics 0"
      },
      {
        "source": "pk3",
        "name": "TERRAIN.txt",
        "contents": "// Map70\n\nTerrain QuakeSlime {\n\tSplash SlimeSplash\n\tLiquid\n\tDamageType Slime\n\tDamageAmount 8\n\tDamageTimeMask 31\n\tAllowProtection\n}\n\nTerrain QuakeLava {\n\tSplash LavaSplash\n\tLiquid\n\tDamageType Fire\n\tDamageAmount 20\n\tDamageTimeMask 7\n\tAllowProtection\n}\n\nFloor QLAVA1\tQuakeLava\nFloor QLAVA2\tQuakeLava\nFloor QSLIME1\tQuakeSlime\nFloor QSLIME2\tQuakeSlime"
      },
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "// Map70\ndecal QuakeLaserScorch1\n{\n\tpic QLSSA0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower1\n}\n\ndecal QuakeLaserScorch2\n{\n\tpic QLSSB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower2\n}\n\ndecalgroup QuakeLaserScorch\n{\n\tQuakeLaserScorch1\t1\n\tQuakeLaserScorch2\t1\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "doom",
      "stats": {
        "things": 560,
        "linedefs": 1917,
        "sidedefs": 2947,
        "vertices": 1870,
        "sectors": 422,
        "segs": 3289,
        "ssectors": 1069,
        "nodes": 1068,
        "textures": {
          "STEPTOP": 165,
          "CEIL5_1": 93,
          "CEIL5_2": 58,
          "BROWNHUG": 10,
          "FLAT5_5": 9,
          "METAL4": 5,
          "SPCDOOR4": 2,
          "FLOOR7_1": 35,
          "RROCK18": 8,
          "COMPBLUE": 50,
          "PIPES": 3,
          "STARGR2": 1,
          "LITE5": 34,
          "SHAWN1": 3,
          "FLAT5_4": 36,
          "BIGDOOR2": 2,
          "NUKAGE1": 19,
          "SW1BRNGN": 1,
          "CRATE2": 14,
          "ASHWALL4": 20,
          "FLOOR0_5": 19,
          "GRAYBIG": 16,
          "METAL2": 144,
          "GRAY7": 14,
          "BIGBRIK3": 4,
          "SP_DUDE1": 1,
          "STEP6": 2,
          "CEMENT9": 36,
          "BIGDOOR3": 2,
          "COMPSTA2": 1,
          "MFLR8_4": 12,
          "BIGBRIK2": 55,
          "TLITE6_4": 16,
          "SLIME01": 1,
          "SLIME15": 6,
          "STEP4": 39,
          "DOOR1": 4,
          "FLAT1": 13,
          "DOOR3": 2,
          "FLAT22": 3,
          "FLOOR0_3": 27,
          "STEPLAD1": 13,
          "EXITDOOR": 2,
          "GRAY2": 1,
          "BIGBRIK1": 34,
          "CEMENT6": 5,
          "COMP01": 1,
          "CRATOP1": 5,
          "MARBGRAY": 6,
          "GRAYVINE": 3,
          "CRATE1": 12,
          "METAL": 44,
          "METAL3": 4,
          "RROCK09": 29,
          "PIPEWAL2": 4,
          "ASHWALL3": 29,
          "CEMENT7": 12,
          "DOORTRAK": 52,
          "SHAWN2": 14,
          "DOORYEL": 4,
          "TEKLITE": 7,
          "SPCDOOR3": 2,
          "DEM1_6": 1,
          "COMPSTA1": 1,
          "TLITE6_6": 16,
          "GRASS2": 1,
          "CEIL3_4": 1,
          "FLAT10": 15,
          "BIGDOOR4": 4,
          "METAL1": 1,
          "CRATWIDE": 8,
          "STONE4": 15,
          "METAL5": 3,
          "TLITE6_1": 5,
          "CEIL3_5": 16,
          "GSTONE1": 18,
          "PANCASE2": 5,
          "CEIL3_6": 2,
          "FLOOR0_2": 4,
          "GRNLITE1": 3,
          "BROWNGRN": 29,
          "FLOOR4_8": 9,
          "SLADWALL": 67,
          "RROCK20": 23,
          "SK_LEFT": 1,
          "SPACEW3": 11,
          "STEP1": 84,
          "BROVINE2": 8,
          "STONE6": 130,
          "FWATER1": 4,
          "BROWN1": 25,
          "RROCK19": 16,
          "FLOOR1_1": 15,
          "STARG1": 18,
          "RROCK03": 39,
          "FLAT19": 7,
          "STARTAN2": 23,
          "GSTGARG": 2,
          "ZIMMER5": 31,
          "SW1BRIK": 2,
          "F_SKY1": 49,
          "FLAT5_1": 3,
          "SFLR6_4": 2,
          "WOOD8": 1,
          "CRATOP2": 4,
          "FLAT20": 68,
          "FLOOR6_2": 1,
          "SW1COMM": 1,
          "TEKLITE2": 1,
          "ZIMMER7": 131,
          "FLAT14": 9,
          "SLIME14": 107,
          "STEP2": 7,
          "GRASS1": 5,
          "PANCASE1": 4,
          "FLAT5_7": 4,
          "TANROCK3": 28,
          "FLOOR1_6": 10,
          "MIDSPACE": 8,
          "ASHWALL7": 1,
          "STEP3": 10,
          "STARGR1": 30,
          "TLITE6_5": 8,
          "ASHWALL2": 110,
          "COMPSPAN": 30,
          "DOORSTOP": 112,
          "GATE1": 2,
          "GRAY1": 23,
          "STONE": 11,
          "SW2COMP": 1,
          "CEIL3_3": 3,
          "BRONZE3": 12,
          "GSTONE2": 16,
          "DOORRED": 2,
          "SW1BLUE": 1,
          "DOORBLU2": 4,
          "PIPE2": 8,
          "LITE3": 3
        }
      },
      "monsters": {
        "total": 162,
        "by_type": {
          "archvile": 4,
          "baron": 1,
          "cacodemon": 1,
          "chaingun_guy": 20,
          "demon": 16,
          "hell_knight": 2,
          "imp": 23,
          "lost_soul": 1,
          "mancubus": 1,
          "revenant": 6,
          "shotgun_guy": 14,
          "spectre": 1,
          "zombieman": 72
        },
        "by_category": {
          "boss": 0,
          "hitscanner": 106,
          "melee": 17,
          "projectile": 39
        }
      },
      "items": {
        "total": 270,
        "by_type": {
          "ammo_box": 6,
          "ammo_clip": 14,
          "armor_bonus": 97,
          "backpack": 3,
          "bfg9000": 1,
          "blue_armor": 2,
          "cell": 8,
          "cell_pack": 3,
          "chaingun": 2,
          "chainsaw": 2,
          "computer_area_map": 1,
          "green_armor": 1,
          "health_bonus": 50,
          "invisibility": 1,
          "medikit": 16,
          "megasphere": 1,
          "plasma_rifle": 2,
          "radiation_suit": 1,
          "rocket": 7,
          "rocket_box": 3,
          "rocket_launcher": 1,
          "shell_box": 5,
          "shells": 15,
          "shotgun": 2,
          "soulsphere": 2,
          "stimpack": 22,
          "super_shotgun": 2
        },
        "ammo_by_category": {
          "bullets": 20,
          "cells": 11,
          "rockets": 10,
          "shells": 20
        },
        "weapons_present": [
          "bfg9000",
          "chaingun",
          "chainsaw",
          "plasma_rifle",
          "rocket_launcher",
          "shotgun",
          "super_shotgun"
        ]
      },
      "mechanics": {
        "teleports": true,
        "keys": [
          "blue_skull",
          "yellow"
        ],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 162,
        "hmp_monsters": 162,
        "htr_monsters": 162,
        "uv_items": 270,
        "hmp_items": 270,
        "htr_items": 270
      },
      "compatibility": "vanilla_or_boom",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP02",
      "title": "MAP02",
      "format": "unknown",
      "stats": {
        "things": 0,
        "linedefs": 0,
        "sidedefs": 0,
        "vertices": 0,
        "sectors": 0,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {}
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "unknown",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP03",
      "title": "MAP03",
      "format": "unknown",
      "stats": {
        "things": 0,
        "linedefs": 0,
        "sidedefs": 0,
        "vertices": 0,
        "sectors": 0,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {}
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "unknown",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP04",
      "title": "MAP04",
      "format": "doom",
      "stats": {
        "things": 363,
        "linedefs": 595,
        "sidedefs": 933,
        "vertices": 672,
        "sectors": 114,
        "segs": 1120,
        "ssectors": 379,
        "nodes": 378,
        "textures": {
          "TEKWALL4": 16,
          "FLAT5_4": 16,
          "BIGDOOR4": 2,
          "CEIL5_2": 12,
          "FLAT1": 12,
          "STONE2": 21,
          "BROWNHUG": 275,
          "CEIL5_1": 33,
          "CEIL4_2": 43,
          "GRAY5": 61,
          "STARGR1": 10,
          "LITE3": 12,
          "FLOOR7_1": 16,
          "STARTAN2": 4,
          "SW1STON1": 1,
          "DEM1_4": 1,
          "STEP2": 8,
          "STEP5": 20,
          "DEM1_2": 1,
          "FLOOR5_1": 9,
          "FLOOR1_1": 1,
          "F_SKY1": 8,
          "COMPSPAN": 94,
          "COMPTILE": 9,
          "STEP3": 6,
          "SUPPORT2": 32,
          "SW1COMP": 3,
          "TEKWALL5": 4,
          "DEM1_1": 1,
          "MFLR8_1": 9,
          "TLITE6_6": 6,
          "TLITE6_5": 10,
          "STEP4": 2,
          "TLITE6_1": 1,
          "BROWN96": 8,
          "DOORTRAK": 6,
          "FLOOR6_1": 6,
          "FLAT14": 13,
          "FLOOR7_2": 2,
          "REDWALL1": 84,
          "SLADWALL": 12,
          "METAL1": 11,
          "FLOOR4_1": 2,
          "BIGDOOR2": 2,
          "DEM1_3": 1,
          "FLOOR6_2": 1,
          "NUKAGE1": 18,
          "FLOOR4_5": 2,
          "STONE": 38
        }
      },
      "monsters": {
        "total": 136,
        "by_type": {
          "baron": 10,
          "demon": 24,
          "imp": 49,
          "shotgun_guy": 27,
          "spectre": 20,
          "zombieman": 6
        },
        "by_category": {
          "boss": 0,
          "hitscanner": 33,
          "melee": 44,
          "projectile": 59
        }
      },
      "items": {
        "total": 80,
        "by_type": {
          "ammo_box": 5,
          "ammo_clip": 2,
          "armor_bonus": 15,
          "backpack": 1,
          "chaingun": 2,
          "computer_area_map": 1,
          "green_armor": 1,
          "health_bonus": 1,
          "invisibility": 1,
          "medikit": 6,
          "rocket": 16,
          "rocket_box": 3,
          "rocket_launcher": 2,
          "shell_box": 6,
          "shells": 8,
          "shotgun": 2,
          "soulsphere": 1,
          "stimpack": 7
        },
        "ammo_by_category": {
          "bullets": 7,
          "cells": 0,
          "rockets": 19,
          "shells": 14
        },
        "weapons_present": [
          "chaingun",
          "rocket_launcher",
          "shotgun"
        ]
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