sectorcraft-0.5-beta.pk3

PK3 605 KiB 1 map(s)

Counts

endoom0
graphics1
lumps32
maps2
palettes0

Totals (across maps)

Things1
Linedefs18628
Sectors9217
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0808e801-6535-482b-9adf-da4ab06ba555",
    "sha1": "64977ecf81d057c4629d6b4461170651906dc74c",
    "sha256": "a3d4c59d41af1c19ec08863e405704405284a88490e136bd891b428269d768d3",
    "filenames": [
      "sectorcraft-0.5-beta.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [
        "TNT"
      ],
      "filename": null,
      "added": "2013-04-18 22:04:43",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png",
        "SCRAFT01": "SCRAFT01.png",
        "SCRAFT02": "SCRAFT02.png",
        "scraft01": "scraft01.png",
        "scraft02": "scraft02.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2013-04-18 22:04:43",
    "file": {
      "type": "PK3",
      "size": 619903,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/64977ecf81d057c4629d6b4461170651906dc74c/64977ecf81d057c4629d6b4461170651906dc74c.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "SCRAFT01",
        "SCRAFT02"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 1,
        "lumps": 32,
        "maps": 2,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ],
      "iwads_guess": [
        "TNT"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "animdefs.txt",
        "contents": "texture\tWFALL1\t\trange\tWFALL4  \ttics 8\ntexture LAVFALL1\trange \tLAVFALL4\ttics 8"
      },
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "#include \"decorate/monsters.txt\"\n\n//======================================\n// BASE ACTORS\n//======================================\n\n// Make player bodies disappear like monster bodies.\nActor SC_Doomer : DoomPlayer replaces DoomPlayer\n{\n\tPlayer.DisplayName \"Doomer\"\n\n\tStates\n\t{\n\tDeath1:\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35\n\t\tPLAY NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35\n\t\tPLAY NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 5 A_FadeOut(0.05)\n\t\tStop\n\tXDeath1:\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 35\n\t\tPLAY WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 35\n\t\tPLAY WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 5 A_FadeOut(0.05)\n\t\tStop\n\tAltSkinDeath:\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlayerScream\n\t\tPLAY JK 6\n\t\tPLAY L 6 A_NoBlocking\n\t\tPLAY MNO 6\n\t\tPLAY PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 35\n\t\tPLAY PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 35\n\t\tPLAY PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 5 A_FadeOut(0.05)\n\t\tStop\n\tAltSkinXDeath:\n\t\tPLAY Q 5 A_PlayerScream\n\t\tPLAY R 0 A_NoBlocking\n\t\tPLAY R 5 A_SkullPop\n\t\tPLAY STUVWX 5\n\t\tPLAY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY 35\n\t\tPLAY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY 35\n\t\tPLAY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\n// New player class with all the tools.\nActor SectorCrafter : SC_Doomer\n{\n\tPlayer.DisplayName \"SectorCrafter\"\n\n\t-PICKUP\n\t-SHOOTABLE\n\t+NOTARGET\n\n\t// New tools!\n\tPlayer.StartItem \"SC_HeightTool\"\n\tPlayer.StartItem \"SC_LightTool\"\n\tPlayer.StartItem \"SC_ColorTool\"\n\tPlayer.StartItem \"SC_TextureTool\"\n\tPlayer.StartItem \"SC_PasteTool\"\n\tPlayer.StartItem \"SC_ActorTool\"\n}\n\nActor SC_ToolProjectile : FastProjectile\n{\n\tProjectile\n\tSpeed 184\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\n\t+NOBLOCKMAP\n\t+SKYEXPLODE\n\t+RIPPER\n\t+NODAMAGE\n\n\tstates\n\t{\n\tSpawn:\n\t\tPUFF A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tStop\n\t}\n}\n\nActor SC_TeleFog : TeleportFog\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTFOG /*ABABCD*/EFGHIJ 6 Bright\n\t\tStop\n\t}\n}\n\n// Buttons.\nActor SC_CopyButton  : Inventory { Inventory.MaxAmount 1 }\nActor SC_ClearButton : Inventory { Inventory.MaxAmount 1 }\n\n// Menu lock to prevent firing when a menu is opened.\nActor SC_MenuOpened : Inventory { Inventory.MaxAmount 1 }\n\n//======================================\n// PER-PLAYER DATA\n//======================================\n\nActor SC_SelectedTexture : Inventory {}\nActor SC_SelectedActor   : Inventory {}\nActor SC_SelectedColorRed   : Inventory {}\nActor SC_SelectedColorGreen : Inventory {}\nActor SC_SelectedColorBlue  : Inventory {}\n\nActor SC_BufferInfo : Inventory {} // Holds bitfield about buffer contents.\n\n// Saved sector properties.\nActor SC_SavedFHeight  : Inventory {}\nActor SC_SavedCHeight  : Inventory {}\nActor SC_SavedLight    : Inventory {}\nActor SC_SavedFTexture : Inventory {}\nActor SC_SavedCTexture : Inventory {}\nActor SC_SavedActor    : Inventory {}\nActor SC_SavedColorRed   : Inventory {}\nActor SC_SavedColorGreen : Inventory {}\nActor SC_SavedColorBlue  : Inventory {}\n\n//======================================\n// HEIGHT TOOL\n//======================================\n\nActor SC_PushFlat : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(1, 0, 1)\n\t\tStop\n\t}\n}\n\nActor SC_PullFlat : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(1, 0, 0)\n\t\tStop\n\t}\n}\n\nActor SC_CopyHeight : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(20, 0, 1)\n\t\tStop\n\t}\n}\n\nActor SC_HeightTool : Weapon\n{\n\t+UNDROPPABLE\n\t+WEAPON.NOALERT\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\tReady:\n\t\tSHTG A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"SC_CopyButton\", 1, \"Copy\")\n\t\tNULL A 0 A_JumpIfInventory(\"SC_ClearButton\", 1, \"Clear\")\n\t\tLoop\n\tSelect:\n\t\tSHTG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSHTG A 1 A_Lower\n\t\tLoop\n\n\tFire:\n\t\tSHTG A 5 A_FireCustomMissile(\"SC_PushFlat\")\n\t\tGoto Ready\n\tAltFire:\n\t\tSHTG A 5 A_FireCustomMissile(\"SC_PullFlat\")\n\t\tGoto Ready\n\tCopy:\n\t\tNULL A 0 A_TakeInventory(\"SC_CopyButton\", 1)\n\t\tSHTG A 5 A_FireCustomMissile(\"SC_CopyHeight\")\n\t\tGoto Ready\n\tClear:\n\t\tNULL A 0 A_TakeInventory(\"SC_ClearButton\", 1)\n\t\tSHTG A 5 ACS_Execute(21, 0, 1)\n\t\tGoto Ready\n\t}\n}\n\n//======================================\n// LIGHT TOOL\n//======================================\n\nActor SC_IncreaseLight : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(2, 0, 8)\n\t\tStop\n\t}\n}\n\nActor SC_DecreaseLight : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(2, 0, -8)\n\t\tStop\n\t}\n}\n\nActor SC_CopyLight : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(20, 0, 2)\n\t\tStop\n\t}\n}\n\nActor SC_LightTool : Weapon\n{\n\t+UNDROPPABLE\n\t+WEAPON.NOALERT\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\tReady:\n\t\tCHGG A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"SC_CopyButton\", 1, \"Copy\")\n\t\tNULL A 0 A_JumpIfInventory(\"SC_ClearButton\", 1, \"Clear\")\n\t\tLoop\n\tSelect:\n\t\tCHGG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tCHGG A 1 A_Lower\n\t\tLoop\n\n\tFire:\n\t\tCHGG B 5 A_FireCustomMissile(\"SC_IncreaseLight\")\n\t\tGoto Ready\n\tAltFire:\n\t\tCHGG B 5 A_FireCustomMissile(\"SC_DecreaseLight\")\n\t\tGoto Ready\n\tCopy:\n\t\tNULL A 0 A_TakeInventory(\"SC_CopyButton\", 1)\n\t\tCHGG B 5 A_FireCustomMissile(\"SC_CopyLight\")\n\t\tGoto Ready\n\tClear:\n\t\tNULL A 0 A_TakeInventory(\"SC_ClearButton\", 1)\n\t\tCHGG B 5 ACS_ExecuteAlways(21, 0, 2)\n\t\tGoto Ready\n\t}\n}\n\n//======================================\n// TEXTURE TOOL\n//======================================\n\nActor SC_SetTexture : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(3, 0)\n\t\tStop\n\t}\n}\n\nActor SC_CopyTexture : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(20, 0, 3)\n\t\tStop\n\t}\n}\n\nActor SC_TextureTool : Weapon\n{\n\t+UNDROPPABLE\n\t+WEAPON.NOALERT\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\tReady:\n\t\tPLSG A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"SC_CopyButton\", 1, \"Copy\")\n\t\tNULL A 0 A_JumpIfInventory(\"SC_ClearButton\", 1, \"Clear\")\n\t\tLoop\n\tSelect:\n\t\tPLSG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPLSG A 1 A_Lower\n\t\tLoop\n\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"SC_MenuOpened\", 1, \"Ready\")\n\t\tPLSF A 5 A_FireCustomMissile(\"SC_SetTexture\")\n\t\tGoto Ready\n\tAltFire:\n\t\tPLSF A 5 ACS_ExecuteAlways(11, 0, tid - 1000) // Texture picker.\n\t\tgoto Ready\n\tCopy:\n\t\tNULL A 0 A_TakeInventory(\"SC_CopyButton\", 1)\n\t\tPLSF A 5 A_FireCustomMissile(\"SC_CopyTexture\")\n\t\tGoto Ready\n\tClear:\n\t\tNULL A 0 A_TakeInventory(\"SC_ClearButton\", 1)\n\t\tPLSF A 5 ACS_ExecuteAlways(21, 0, 3)\n\t\tGoto Ready\n\t}\n}\n\n//======================================\n// PASTE TOOL\n//======================================\n\nActor SC_FlatPaste : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(4, 0, 0)\n\t\tStop\n\t}\n}\n\nActor SC_SectorPaste : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(4, 0, 1)\n\t\tStop\n\t}\n}\n\nActor SC_CopyEverything : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(20, 0, 0)\n\t\tStop\n\t}\n}\n\nActor SC_PasteTool : Weapon\n{\n\t+UNDROPPABLE\n\t+WEAPON.NOALERT\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\tReady:\n\t\tMISG A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"SC_CopyButton\", 1, \"Copy\")\n\t\tNULL A 0 A_JumpIfInventory(\"SC_ClearButton\", 1, \"Clear\")\n\t\tLoop\n\tSelect:\n\t\tMISG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tMISG A 1 A_Lower\n\t\tLoop\n\n\tFire:\n\t\tMISG B 5 A_FireCustomMissile(\"SC_FlatPaste\")\n\t\tGoto Ready\n\tAltFire:\n\t\tMISG B 5 A_FireCustomMissile(\"SC_SectorPaste\")\n\t\tGoto Ready\n\tCopy:\n\t\tNULL A 0 A_TakeInventory(\"SC_CopyButton\", 1)\n\t\tMISG B 5 A_FireCustomMissile(\"SC_CopyEverything\")\n\t\tGoto Ready\n\tClear:\n\t\tNULL A 0 A_TakeInventory(\"SC_ClearButton\", 1)\n\t\tMISG B 5 ACS_ExecuteAlways(21, 0, 0) // Clear all properties.\n\t\tGoto Ready\n\t}\n}\n\n//======================================\n// SPAWN TOOL\n//======================================\n\nActor SC_SpawnActor : SC_ToolProjectile\n{\n\tstates\n\t{\n\tSpawn:\n\t\tPUFF A 1 Bright\n\t\tPUFF A 1 A_NoBlocking\n\t\tPUFF A 1\n\t\tGoto Spawn + 2\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(5, 0)\n\t\tStop\n\t}\n}\n\nActor SC_InstakillSpawnActor : SC_ToolProjectile\n{\n\t-NOBLOCKMAP\n\t-RIPPER\n\n\tDamage 999999999\n\n\tstates\n\t{\n\tSpawn:\n\t\tPUFF A 1 Bright\n\t\tPUFF A 1 A_NoBlocking\n\t\tPUFF A 1\n\t\tGoto Spawn + 2\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(5, 0)\n\t\tStop\n\t}\n}\n\nActor SC_CopyActor : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(20, 0, 4)\n\t\tStop\n\t}\n}\nActor SC_ActorTool : Weapon\n{\n\t+UNDROPPABLE\n\t+WEAPON.NOALERT\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\tReady:\n\t\tPUNG A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"SC_CopyButton\", 1, \"Copy\")\n\t\tNULL A 0 A_JumpIfInventory(\"SC_ClearButton\", 1, \"Clear\")\n\t\tLoop\n\tSelect:\n\t\tPUNG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPUNG A 1 A_Lower\n\t\tLoop\n\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"SC_MenuOpened\", 1, \"Ready\")\n\t\tNULL A 0 A_JumpIfInventory(\"SC_SelectedActor\", 1, \"FireNoInstakill\")\n\t\tGoto FireInstakill\n\tFireInstakill:\n\t\tPUNG B 8 A_FireCustomMissile(\"SC_InstakillSpawnActor\")\n\t\tgoto Ready\n\tFireNoInstakill:\n\t\tPUNG B 8 A_FireCustomMissile(\"SC_SpawnActor\")\n\t\tGoto Ready\n\tAltFire:\n\t\tPUNG B 5 ACS_ExecuteAlways(13, 0, tid - 1000)\n\t\tGoto Ready\n\tCopy:\n\t\tNULL A 0 A_TakeInventory(\"SC_CopyButton\", 1)\n\t\tPUNG B 5 A_FireCustomMissile(\"SC_CopyActor\")\n\t\tGoto Ready\n\tClear:\n\t\tNULL A 0 A_TakeInventory(\"SC_ClearButton\", 1)\n\t\tPUNG B 5 ACS_ExecuteAlways(21, 0, 4)\n\t\tGoto Ready\n\t}\n}\n\n//======================================\n// COLOR TOOL\n//======================================\n\nActor SC_SetColor : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(6, 0)\n\t\tStop\n\t}\n}\n\nActor SC_CopyColor : SC_ToolProjectile\n{\n\tstates\n\t{\n\tDeath:\n\t\tPUFF A 3 Bright ACS_ExecuteAlways(20, 0, 5)\n\t\tStop\n\t}\n}\n\nActor SC_ColorTool : Weapon\n{\n\t+UNDROPPABLE\n\t+WEAPON.NOALERT\n\n\tStates\n\t{\n\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\tReady:\n\t\tPISG A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"SC_CopyButton\", 1, \"Copy\")\n\t\tNULL A 0 A_JumpIfInventory(\"SC_ClearButton\", 1, \"Clear\")\n\t\tLoop\n\tSelect:\n\t\tPISG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPISG A 1 A_Lower\n\t\tLoop\n\n\tFire:\n\t\tPISG B 5 A_FireCustomMissile(\"SC_SetColor\")\n\t\tGoto Ready\n\tAltFire:\n\t\tPISG B 5 ACS_ExecuteAlways(15, 0, tid - 1000)\n\t\tGoto Ready\n\tCopy:\n\t\tNULL A 0 A_TakeInventory(\"SC_CopyButton\", 1)\n\t\tPISG B 5 A_FireCustomMissile(\"SC_CopyColor\")\n\t\tGoto Ready\n\tClear:\n\t\tNULL A 0 A_TakeInventory(\"SC_ClearButton\", 1)\n\t\tPISG B 5 ACS_ExecuteAlways(21, 0, 5)\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass SectorCrafter\nAddPlayerClass SC_Doomer\n\nWeaponSection \"SectorCraft\"\nAddSlotDefault 2 SC_HeightTool\nAddSlotDefault 3 SC_ColorTool\nAddSlotDefault 3 SC_LightTool\nAddSlotDefault 4 SC_TextureTool\nAddSlotDefault 5 SC_PasteTool\nAddSlotDefault 6 SC_ActorTool\n\nAddKeySection \"SectorCraft\" SectorCraft\n\nAddMenuKey \"Copy\" sccopy\nalias sccopy \"puke 30\"\nDefaultBind c sccopy\n\nAddMenuKey \"Clear\" scclear\nalias scclear \"puke 31\"\nDefaultBind v scclear\n\n//AddMenuKey \"Menu\" +sc_menu\n//alias +sc_menu \"give SC_MenuButton\"\n//alias -sc_menu \"take SC_MenuButton\"\n//DefaultBind m sc_menu"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "SECTORCRAFT"
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "map SCRAFT01 \"SectorCraft Small\"\n{\n\tlevelnum = 101\n\tsky1 = \"SKY1\"\n}\n\nmap SCRAFT02 \"SectorCraft Medium\"\n{\n\tlevelnum = 102\n\tsky1 = \"SKY1\"\n}"
      },
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "object SC_Doomer\n{\n    frame PLAYF { light ZOMBIEATK }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters.txt",
        "contents": "// Modify all monsters so their bodies nicely disappear after some time.\n\nActor SCA_Zombieman : Zombieman replaces Zombieman\n{\n\tStates\n\t{\n\tDeath:\n\t\tPOSS H 5\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tPOSS LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 35\n\t\tPOSS LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 35\n\t\tPOSS LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 5 A_FadeOut(0.05)\n\t\tStop\n\tXDeath:\n\t\tPOSS M 5\n\t\tPOSS N 5 A_XScream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS PQRST 5\n\t\tPOSS UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 35\n\t\tPOSS UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 35\n\t\tPOSS UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_ShotgunGuy : ShotgunGuy replaces ShotgunGuy\n{\n\tStates\n\t{\n\tDeath:\n\t\tSPOS H 5\n\t\tSPOS I 5 A_Scream\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5\n\t\tSPOS LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 35\n\t\tSPOS LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 35\n\t\tSPOS LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 5 A_FadeOut(0.05)\n\t\tStop\n\tXDeath:\n\t\tSPOS M 5\n\t\tSPOS N 5 A_XScream\n\t\tSPOS O 5 A_NoBlocking\n\t\tSPOS PQRST 5\n\t\tSPOS UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 35\n\t\tSPOS UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 35\n\t\tSPOS UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_ChaingunGuy : ChaingunGuy replaces ChaingunGuy\n{\n\tStates\n\t{\n\tDeath:\n\t\tCPOS H 5\n\t\tCPOS I 5 A_Scream\n\t\tCPOS J 5 A_NoBlocking\n\t\tCPOS KLM 5\n\t\tCPOS NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35\n\t\tCPOS NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35\n\t\tCPOS NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 5 A_FadeOut(0.05)\n\t\tStop\n\tXDeath:\n\t\tCPOS O 5\n\t\tCPOS P 5 A_XScream\n\t\tCPOS Q 5 A_NoBlocking\n\t\tCPOS RS 5\n\t\tCPOS TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 35\n\t\tCPOS TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 35\n\t\tCPOS TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_DoomImp : DoomImp replaces DoomImp\n{\n\tStates\n\t{\n\t\tDeath:\n\t\tTROO I 8\n\t\tTROO J 8 A_Scream\n\t\tTROO K 6\n\t\tTROO L 6 A_NoBlocking\n\t\tTROO MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 35\n\t\tTROO MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 35\n\t\tTROO MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 5 A_FadeOut(0.05)\n\t\tStop\n\tXDeath:\n\t\tTROO N 5\n\t\tTROO O 5 A_XScream\n\t\tTROO P 5\n\t\tTROO Q 5 A_NoBlocking\n\t\tTROO RST 5\n\t\tTROO UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 35\n\t\tTROO UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 35\n\t\tTROO UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_Demon : Demon replaces Demon\n{\n\tStates\n\t{\n\tDeath:\n\t\tSARG I 8\n\t\tSARG J 8 A_Scream\n\t\tSARG K 4\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG M 4\n\t\tSARG NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35\n\t\tSARG NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35\n\t\tSARG NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_Spectre : Spectre replaces Spectre\n{\n\tStates\n\t{\n\tDeath:\n\t\tSARG I 8\n\t\tSARG J 8 A_Scream\n\t\tSARG K 4\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG M 4\n\t\tSARG NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35\n\t\tSARG NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35\n\t\tSARG NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\n// No need to replace LostSoul.\n\nActor SCA_Cacodemon : Cacodemon replaces Cacodemon\n{\n\tStates\n\t{\n\tDeath:\n\t\tHEAD G 8\n\t\tHEAD H 8 A_Scream\n\t\tHEAD I 8\n\t\tHEAD J 8\n\t\tHEAD K 8 A_NoBlocking\n\t\tHEAD L 0 A_SetFloorClip\n\t\tHEAD LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 35\n\t\tHEAD LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 35\n\t\tHEAD LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\n// No need to replace PainElemental\n\nActor SCA_HellKnight : HellKnight replaces HellKnight\n{\n\tStates\n\t{\n\tDeath:\n\t\tBOS2 I  8\n\t\tBOS2 J  8 A_Scream\n\t\tBOS2 K  8\n\t\tBOS2 L  8 A_NoBlocking\n\t\tBOS2 MN 8\n\t\tBOS2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 35\n\t\tBOS2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 35\n\t\tBOS2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_BaronOfHell : BaronOfHell replaces BaronOfHell\n{\n\tStates\n\t{\n\tDeath:\n\t\tBOSS I  8\n\t\tBOSS J  8 A_Scream\n\t\tBOSS K  8\n\t\tBOSS L  8 A_NoBlocking\n\t\tBOSS MN 8\n\t\tBOSS O  0 A_BossDeath\n\t\tBOSS OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 35\n\t\tBOSS OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 35\n\t\tBOSS OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_Revenant : Revenant replaces Revenant\n{\n\tStates\n\t{\n\tDeath:\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\tSKEL P 7\n\t\tSKEL QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 35\n\t\tSKEL QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 35\n\t\tSKEL QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_Fatso : Fatso replaces Fatso\n{\n\tStates\n\t{\n\tDeath:\n\t\tFATT K 6\n\t\tFATT L 6 A_Scream\n\t\tFATT M 6 A_NoBlocking\n\t\tFATT NOPQRS 6\n\t\tFATT T 0 A_BossDeath\n\t\tFATT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 35\n\t\tFATT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 35\n\t\tFATT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 5 A_FadeOut(0.05)\n\t    Stop\n\t}\n}\n\nActor SCA_Arachnotron : Arachnotron replaces Arachnotron\n{\n\tStates\n\t{\n\tDeath:\n\t\tBSPI J 20 A_Scream\n\t\tBSPI K 7 A_NoBlocking\n\t\tBSPI LMNO 7\n\t\tBSPI P 0 A_BossDeath\n\t\tBSPI PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 35\n\t\tBSPI PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 35\n\t\tBSPI PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_Archvile : Archvile replaces Archvile\n{\n\tStates\n\t{\n\tDeath:\n\t\tVILE Q 7\n\t\tVILE R 7 A_Scream\n\t\tVILE S 7 A_NoBlocking\n\t\tVILE TUVWXY 7\n\t\tVILE ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 35\n\t\tVILE ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 35\n\t\tVILE ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_SpiderMastermind : SpiderMasterMind replaces SpiderMastermind\n{\n\tStates\n\t{\n\tDeath:\n\t\tSPID J 20 A_Scream\n\t\tSPID K 10 A_NoBlocking\n\t\tSPID LMNOPQR 10\n\t\tSPID S 30\n\t\tSPID S 0 A_BossDeath\n\t\tSPID SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 35\n\t\tSPID SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 35\n\t\tSPID SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SCA_Cyberdemon : Cyberdemon replaces Cyberdemon\n{\n\tStates\n\t{\n\tDeath:\n\t\tCYBR H 10\n\t\tCYBR I 10 A_Scream\n\t\tCYBR JKL 10\n\t\tCYBR M 10 A_NoBlocking\n\t\tCYBR NO 10\n\t\tCYBR P 30\n\t\tCYBR P 0 A_BossDeath\n\t\tCYBR PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 35\n\t\tCYBR PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 35\n\t\tCYBR PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 5 A_FadeOut(0.05)\n\t\tStop\n\t}\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "hexen",
      "stats": {
        "things": 1,
        "linedefs": 18628,
        "sidedefs": 37252,
        "vertices": 9413,
        "sectors": 9217,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {
          "GRASS1": 46081,
          "F_SKY1": 9221
        }
      },
      "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": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    }
  ]
}

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