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1996-07-23
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70KB
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1,485 lines
// Quake Tricks, by Sto (Remco Stoffer)
// Not meant for playing, just for showing the entities
// as far as I understand them
// Play around with this as much as you like
// I gave all rooms simple names. They represent, in order of appearance:
// r1 : starting room. x: -200 .. 200
// y: 0 .. 200
// z: 0 .. 128
// d1 : first two doors. I thought it was necessary to provide room for the
// doors to go to, so this area is a bit larger. I didn't feel like
// removing it. x: -400 .. 400
// y: 200 .. 250
// z: 0 .. 128
// r2 : second room, extending to above the water
// x: -200 .. 200
// y: 250 .. 600
// z: 0 .. 128
// w1 : first, lower water bit
// x: -200 .. 200
// y: 450 .. 1000
// z: -100 .. 0
// w2 : higher, wider water bit
// x: -400 .. 400
// y: 700 .. 1000
// z: 0 .. 200
// r3 : big room, ranging from above the water to above the lava
// x: -400 .. 400
// y: 700 .. 1500
// z: 0 .. 300
// r4 : thin layer containing the sliding doors and the ramp
// x: -32 .. 32
// y: 1200 .. 1436
// z: 300 .. 320
// r5 : room above r4
// x: -128 .. 128
// y: 988 .. 1500
// z: 320 .. 448
// r6 : room containing the pitchfork and the exit
// x: -48 .. 48
// y: 1500 .. 2100
// z: 320 .. 448
// monsterteleporter : extra room with 3 shamblers for the 'fountain of blood'
{
"sounds" "5"
"worldtype" "0"
"wad" "gfx\quaketex.wad"
"classname" "worldspawn"
"message" "Quake Tricks by Sto"
// r1, r2 and d1 ceiling
{
( -400 600 128 ) ( -400 0 128 ) ( 400 600 128 ) metal2_2 0 0 0 1.000000 1.00000
( 400 0 300 ) ( -400 0 300 ) ( 400 600 300 ) +1shoot 0 0 0 1.000000 1.00000
( -400 0 300 ) ( 400 0 300 ) ( 400 0 200 ) +2shoot 0 0 0 1.000000 1.00000
( 400 0 300 ) ( 400 600 300 ) ( 400 600 200 ) +3shoot 0 0 0 1.000000 1.00000
( 400 600 300 ) ( -400 600 300 ) ( -400 600 200 ) +ashoot 0 0 0 1.000000 1.00000
( -400 600 300 ) ( -400 0 300 ) ( -400 0 200 ) +0shoot 0 0 0 1.000000 1.00000
}
// r1 south wall
{
( -200 0 0 ) ( -200 -100 0 ) ( 200 0 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -100 200 ) ( -200 -100 200 ) ( 200 0 200 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -100 200 ) ( 200 -100 200 ) ( 200 -100 0 ) +abutton 0 0 0 1.000000 1.00000
( 200 -100 200 ) ( 200 0 200 ) ( 200 0 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 0 200 ) ( -200 0 200 ) ( -200 0 0 ) city2_7 0 0 0 -1.000000 1.00000
( -200 0 200 ) ( -200 -100 200 ) ( -200 -100 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// r1, r2 and d1 floor
{
( -400 450 -200 ) ( -400 0 -200 ) ( 400 450 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 0 0 ) ( -400 0 0 ) ( 400 450 0 ) afloor3_1 0 0 0 1.000000 1.00000
( -400 0 0 ) ( 400 0 0 ) ( 400 0 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 0 0 ) ( 400 450 0 ) ( 400 450 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 450 0 ) ( -400 450 0 ) ( -400 450 -200 ) metal2_2 0 0 0 1.000000 1.00000
( -400 450 0 ) ( -400 0 0 ) ( -400 0 -200 ) metal2_2 0 0 0 1.000000 1.00000
}
// r1 west wall
{
( -400 200 0 ) ( -400 0 0 ) ( -200 200 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 0 200 ) ( -400 0 200 ) ( -200 200 200 ) metal2_2 0 0 0 1.000000 1.00000
( -400 0 200 ) ( -200 0 200 ) ( -200 0 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 0 200 ) ( -200 200 200 ) ( -200 200 0 ) city2_7 0 0 0 1.000000 1.00000
( -200 200 200 ) ( -400 200 200 ) ( -400 200 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 200 200 ) ( -400 0 200 ) ( -400 0 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// d1 west wall
{
( -500 250 0 ) ( -500 200 0 ) ( -400 250 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 200 200 ) ( -500 200 200 ) ( -400 250 200 ) metal2_2 0 0 0 1.000000 1.00000
( -500 200 200 ) ( -400 200 200 ) ( -400 200 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 200 200 ) ( -400 250 200 ) ( -400 250 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 250 200 ) ( -500 250 200 ) ( -500 250 0 ) metal2_2 0 0 0 1.000000 1.00000
( -500 250 200 ) ( -500 200 200 ) ( -500 200 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// r2 west wall
{
( -600 600 0 ) ( -600 250 0 ) ( -200 600 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 250 200 ) ( -600 250 200 ) ( -200 600 200 ) metal2_2 0 0 0 1.000000 1.00000
( -600 250 200 ) ( -200 250 200 ) ( -200 250 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 250 200 ) ( -200 600 200 ) ( -200 600 0 ) city2_7 0 0 0 1.000000 1.00000
( -200 600 200 ) ( -600 600 200 ) ( -600 600 0 ) metal2_2 0 0 0 1.000000 1.00000
( -600 600 200 ) ( -600 250 200 ) ( -600 250 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// r1 east wall
{
( 200 200 0 ) ( 200 0 0 ) ( 600 200 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 0 200 ) ( 200 0 200 ) ( 600 200 200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 0 200 ) ( 600 0 200 ) ( 600 0 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 0 200 ) ( 600 200 200 ) ( 600 200 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 200 200 ) ( 200 200 200 ) ( 200 200 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 200 200 ) ( 200 0 200 ) ( 200 0 0 ) city2_7 0 0 0 1.000000 1.00000
}
// d1 east wall
{
( 400 250 0 ) ( 400 200 0 ) ( 600 250 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 200 200 ) ( 400 200 200 ) ( 600 250 200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 200 200 ) ( 600 200 200 ) ( 600 200 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 200 200 ) ( 600 250 200 ) ( 600 250 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 250 200 ) ( 400 250 200 ) ( 400 250 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 250 200 ) ( 400 200 200 ) ( 400 200 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// r2 east wall
{
( 200 600 0 ) ( 200 250 0 ) ( 600 600 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 250 200 ) ( 200 250 200 ) ( 600 600 200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 250 200 ) ( 600 250 200 ) ( 600 250 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 250 200 ) ( 600 600 200 ) ( 600 600 0 ) metal2_2 0 0 0 1.000000 1.00000
( 600 600 200 ) ( 200 600 200 ) ( 200 600 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 600 200 ) ( 200 250 200 ) ( 200 250 0 ) city2_7 0 0 0 1.000000 1.00000
}
// r2 north wall, w2 south wall
{
( -400 700 0 ) ( -400 600 0 ) ( 400 700 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 600 200 ) ( -400 600 200 ) ( 400 700 200 ) metal2_2 0 0 0 1.000000 1.00000
( -400 600 200 ) ( 400 600 200 ) ( 400 600 0 ) city2_7 0 0 0 1.000000 1.00000
( 400 600 200 ) ( 400 700 200 ) ( 400 700 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 700 200 ) ( -400 700 200 ) ( -400 700 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 700 200 ) ( -400 600 200 ) ( -400 600 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// w1 floor
{
( -200 1000 -200 ) ( -200 450 -200 ) ( 200 1000 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 450 -100 ) ( -200 450 -100 ) ( 200 1000 -100 ) metal2_2 0 0 0 1.000000 1.00000
( -200 450 -100 ) ( 200 450 -100 ) ( 200 450 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 450 -100 ) ( 200 1000 -100 ) ( 200 1000 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 1000 -100 ) ( -200 1000 -100 ) ( -200 1000 -200 ) metal2_2 0 0 0 1.000000 1.00000
( -200 1000 -100 ) ( -200 450 -100 ) ( -200 450 -200 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 floor, w1 north wall
{
( -400 1500 -100 ) ( -400 1000 -100 ) ( 400 1500 -100 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1000 0 ) ( -400 1000 0 ) ( 400 1500 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1000 0 ) ( 400 1000 0 ) ( 400 1000 -100 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1000 0 ) ( 400 1500 0 ) ( 400 1500 -100 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1500 0 ) ( -400 1500 0 ) ( -400 1500 -100 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1500 0 ) ( -400 1000 0 ) ( -400 1000 -100 ) metal2_2 0 0 0 1.000000 1.00000
}
// w1 west wall
{
( -400 1100 -100 ) ( -400 450 -100 ) ( -200 1100 -100 ) metal2_2 0 0 0 1.000000 1.00000
( -200 450 0 ) ( -400 450 0 ) ( -200 1100 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 450 0 ) ( -200 450 0 ) ( -200 450 -100 ) metal2_2 0 0 0 1.000000 1.00000
( -200 450 0 ) ( -200 1100 0 ) ( -200 1100 -100 ) metal2_2 0 0 0 1.000000 1.00000
( -200 1100 0 ) ( -400 1100 0 ) ( -400 1100 -100 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1100 0 ) ( -400 450 0 ) ( -400 450 -100 ) metal2_2 0 0 0 1.000000 1.00000
}
// w1 east wall
{
( 200 1000 -100 ) ( 200 450 -100 ) ( 400 1000 -100 ) metal2_2 0 0 0 1.000000 1.00000
( 400 450 0 ) ( 200 450 0 ) ( 400 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 450 0 ) ( 400 450 0 ) ( 400 450 -100 ) metal2_2 0 0 0 1.000000 1.00000
( 400 450 0 ) ( 400 1000 0 ) ( 400 1000 -100 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1000 0 ) ( 200 1000 0 ) ( 200 1000 -100 ) metal2_2 0 0 0 1.000000 1.00000
( 200 1000 0 ) ( 200 450 0 ) ( 200 450 -100 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 north wall
{
( -400 1600 0 ) ( -400 1500 0 ) ( 400 1600 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1500 300 ) ( -400 1500 300 ) ( 400 1600 300 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1500 300 ) ( 400 1500 300 ) ( 400 1500 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1500 300 ) ( 400 1600 300 ) ( 400 1600 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1600 300 ) ( -400 1600 300 ) ( -400 1600 0 ) rock1_2 0 0 0 1.000000 1.00000
( -400 1600 300 ) ( -400 1500 300 ) ( -400 1500 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 ceiling, r4 south wall, r5 floor
{
( -400 1200 300 ) ( -400 700 300 ) ( 400 1200 300 ) woodflr1_2 0 0 0 1.000000 1.00000
( 400 700 320 ) ( -400 700 320 ) ( 400 1200 320 ) afloor3_1 0 0 0 1.000000 1.00000
( -400 700 320 ) ( 400 700 320 ) ( 400 700 300 ) metal2_2 0 0 0 1.000000 1.00000
( 400 700 320 ) ( 400 1200 320 ) ( 400 1200 300 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1200 320 ) ( -400 1200 320 ) ( -400 1200 300 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1200 320 ) ( -400 700 320 ) ( -400 700 300 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 ceiling, r4 north wall, r5 floor
{
( -400 1500 300 ) ( -400 1436 300 ) ( 400 1500 300 ) woodflr1_2 0 0 0 1.000000 1.00000
( 400 1436 320 ) ( -400 1436 320 ) ( 400 1500 320 ) afloor3_1 0 0 0 1.000000 1.00000
( -400 1436 320 ) ( 400 1436 320 ) ( 400 1436 300 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1436 320 ) ( 400 1500 320 ) ( 400 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1500 320 ) ( -400 1500 320 ) ( -400 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1500 320 ) ( -400 1436 320 ) ( -400 1436 300 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 ceiling, r4 west wall, r5 floor
{
( -400 1436 300 ) ( -400 1200 300 ) ( -32 1436 300 ) woodflr1_2 0 0 0 1.000000 1.00000
( -32 1200 320 ) ( -400 1200 320 ) ( -32 1436 320 ) afloor3_1 0 0 0 1.000000 1.00000
( -400 1200 320 ) ( -32 1200 320 ) ( -32 1200 300 ) metal2_2 0 0 0 1.000000 1.00000
( -32 1200 320 ) ( -32 1436 320 ) ( -32 1436 300 ) metal2_2 0 0 0 1.000000 1.00000
( -32 1436 320 ) ( -400 1436 320 ) ( -400 1436 300 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1436 320 ) ( -400 1200 320 ) ( -400 1200 300 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 ceiling, r4 east wall, r5 floor
{
( 32 1436 300 ) ( 32 1200 300 ) ( 400 1436 300 ) woodflr1_2 0 0 0 1.000000 1.00000
( 400 1200 320 ) ( 32 1200 320 ) ( 400 1436 320 ) afloor3_1 0 0 0 1.000000 1.00000
( 32 1200 320 ) ( 400 1200 320 ) ( 400 1200 300 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1200 320 ) ( 400 1436 320 ) ( 400 1436 300 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1436 320 ) ( 32 1436 320 ) ( 32 1436 300 ) metal2_2 0 0 0 1.000000 1.00000
( 32 1436 320 ) ( 32 1200 320 ) ( 32 1200 300 ) metal2_2 0 0 0 1.000000 1.00000
}
// r5 ceiling
{
( -128 1500 448 ) ( -128 988 448 ) ( 128 1500 448 ) metal2_2 0 0 0 1.000000 1.00000
( 128 988 500 ) ( -128 988 500 ) ( 128 1500 500 ) metal2_2 0 0 0 1.000000 1.00000
( -128 988 500 ) ( 128 988 500 ) ( 128 988 448 ) metal2_2 0 0 0 1.000000 1.00000
( 128 988 500 ) ( 128 1500 500 ) ( 128 1500 448 ) metal2_2 0 0 0 1.000000 1.00000
( 128 1500 500 ) ( -128 1500 500 ) ( -128 1500 448 ) metal2_2 0 0 0 1.000000 1.00000
( -128 1500 500 ) ( -128 988 500 ) ( -128 988 448 ) metal2_2 0 0 0 1.000000 1.00000
}
// r5 south wall
{
( -128 988 320 ) ( -128 900 320 ) ( 128 988 320 ) metal2_2 0 0 0 1.000000 1.00000
( 128 900 448 ) ( -128 900 448 ) ( 128 988 448 ) metal2_2 0 0 0 1.000000 1.00000
( -128 900 448 ) ( 128 900 448 ) ( 128 900 320 ) metal2_2 0 0 0 1.000000 1.00000
( 128 900 448 ) ( 128 988 448 ) ( 128 988 320 ) metal2_2 0 0 0 1.000000 1.00000
( 128 988 448 ) ( -128 988 448 ) ( -128 988 320 ) metal2_2 0 0 0 1.000000 1.00000
( -128 988 448 ) ( -128 900 448 ) ( -128 900 320 ) metal2_2 0 0 0 1.000000 1.00000
}
// r5 west wall
{
( -200 1500 320 ) ( -200 988 320 ) ( -128 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
( -128 988 448 ) ( -200 988 448 ) ( -128 1500 448 ) metal2_2 0 0 0 1.000000 1.00000
( -200 988 448 ) ( -128 988 448 ) ( -128 988 320 ) metal2_2 0 0 0 1.000000 1.00000
( -128 988 448 ) ( -128 1500 448 ) ( -128 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
( -128 1500 448 ) ( -200 1500 448 ) ( -200 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
( -200 1500 448 ) ( -200 988 448 ) ( -200 988 320 ) metal2_2 0 0 0 1.000000 1.00000
}
// r5 east wall
{
( 128 1500 320 ) ( 128 988 320 ) ( 200 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
( 200 988 448 ) ( 128 988 448 ) ( 200 1500 448 ) metal2_2 0 0 0 1.000000 1.00000
( 128 988 448 ) ( 200 988 448 ) ( 200 988 320 ) metal2_2 0 0 0 1.000000 1.00000
( 200 988 448 ) ( 200 1500 448 ) ( 200 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
( 200 1500 448 ) ( 128 1500 448 ) ( 128 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
( 128 1500 448 ) ( 128 988 448 ) ( 128 988 320 ) metal2_2 0 0 0 1.000000 1.00000
}
// r5 north wall, r6 east wall
{
( 48 2100 320 ) ( 48 1500 320 ) ( 128 2100 320 ) metal2_2 0 0 0 1.000000 1.00000
( 128 1500 448 ) ( 48 1500 448 ) ( 128 2100 448 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1500 448 ) ( 128 1500 448 ) ( 128 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
( 128 1500 448 ) ( 128 2100 448 ) ( 128 2100 320 ) metal2_2 0 0 0 1.000000 1.00000
( 128 2100 448 ) ( 48 2100 448 ) ( 48 2100 320 ) metal2_2 0 0 0 1.000000 1.00000
( 48 2100 448 ) ( 48 1500 448 ) ( 48 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
}
// r5 north wall, r6 west wall
{
( -128 2100 320 ) ( -128 1500 320 ) ( -48 2100 320 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1500 448 ) ( -128 1500 448 ) ( -48 2100 448 ) metal2_2 0 0 0 1.000000 1.00000
( -128 1500 448 ) ( -48 1500 448 ) ( -48 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1500 448 ) ( -48 2100 448 ) ( -48 2100 320 ) metal2_2 0 0 0 1.000000 1.00000
( -48 2100 448 ) ( -128 2100 448 ) ( -128 2100 320 ) metal2_2 0 0 0 1.000000 1.00000
( -128 2100 448 ) ( -128 1500 448 ) ( -128 1500 320 ) metal2_2 0 0 0 1.000000 1.00000
}
// r6 north wall
{
( -48 2200 320 ) ( -48 2100 320 ) ( 48 2200 320 ) metal2_2 0 0 0 1.000000 1.00000
( 48 2100 448 ) ( -48 2100 448 ) ( 48 2200 448 ) metal2_2 0 0 0 1.000000 1.00000
( -48 2100 448 ) ( 48 2100 448 ) ( 48 2100 320 ) metal2_2 0 0 0 1.000000 1.00000
( 48 2100 448 ) ( 48 2200 448 ) ( 48 2200 320 ) metal2_2 0 0 0 1.000000 1.00000
( 48 2200 448 ) ( -48 2200 448 ) ( -48 2200 320 ) metal2_2 0 0 0 1.000000 1.00000
( -48 2200 448 ) ( -48 2100 448 ) ( -48 2100 320 ) metal2_2 0 0 0 1.000000 1.00000
}
// r6 floor
{
( -48 2100 300 ) ( -48 1500 300 ) ( 48 2100 300 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1500 320 ) ( -48 1500 320 ) ( 48 2100 320 ) afloor3_1 0 0 0 1.000000 1.00000
( -48 1500 320 ) ( 48 1500 320 ) ( 48 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1500 320 ) ( 48 2100 320 ) ( 48 2100 300 ) metal2_2 0 0 0 1.000000 1.00000
( 48 2100 320 ) ( -48 2100 320 ) ( -48 2100 300 ) metal2_2 0 0 0 1.000000 1.00000
( -48 2100 320 ) ( -48 1500 320 ) ( -48 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
}
// r6 ceiling part 1
{
( -48 1800 448 ) ( -48 1500 448 ) ( 48 1800 448 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1500 500 ) ( -48 1500 500 ) ( 48 1800 500 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1500 500 ) ( 48 1500 500 ) ( 48 1500 448 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1500 500 ) ( 48 1800 500 ) ( 48 1800 448 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1800 500 ) ( -48 1800 500 ) ( -48 1800 448 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1800 500 ) ( -48 1500 500 ) ( -48 1500 448 ) metal2_2 0 0 0 1.000000 1.00000
}
// r6 ceiling part 2
{
( -48 2100 448 ) ( -48 1816 448 ) ( 48 2100 448 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1816 500 ) ( -48 1816 500 ) ( 48 2100 500 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1816 500 ) ( 48 1816 500 ) ( 48 1816 448 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1816 500 ) ( 48 2100 500 ) ( 48 2100 448 ) metal2_2 0 0 0 1.000000 1.00000
( 48 2100 500 ) ( -48 2100 500 ) ( -48 2100 448 ) metal2_2 0 0 0 1.000000 1.00000
( -48 2100 500 ) ( -48 1816 500 ) ( -48 1816 448 ) metal2_2 0 0 0 1.000000 1.00000
}
// r6 trap ceiling
{
( -48 1816 500 ) ( -48 1800 500 ) ( 48 1816 500 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1800 520 ) ( -48 1800 520 ) ( 48 1816 520 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1800 520 ) ( 48 1800 520 ) ( 48 1800 500 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1800 520 ) ( 48 1816 520 ) ( 48 1816 500 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1816 520 ) ( -48 1816 520 ) ( -48 1816 500 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1816 520 ) ( -48 1800 520 ) ( -48 1800 500 ) metal2_2 0 0 0 1.000000 1.00000
}
// r6 trap east wall
{
( 48 1816 448 ) ( 48 1800 448 ) ( 128 1816 448 ) metal2_2 0 0 0 1.000000 1.00000
( 128 1800 500 ) ( 48 1800 500 ) ( 128 1816 500 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1800 500 ) ( 128 1800 500 ) ( 128 1800 448 ) metal2_2 0 0 0 1.000000 1.00000
( 128 1800 500 ) ( 128 1816 500 ) ( 128 1816 448 ) metal2_2 0 0 0 1.000000 1.00000
( 128 1816 500 ) ( 48 1816 500 ) ( 48 1816 448 ) metal2_2 0 0 0 1.000000 1.00000
( 48 1816 500 ) ( 48 1800 500 ) ( 48 1800 448 ) metal2_2 0 0 0 1.000000 1.00000
}
// r6 trap west wall
{
( -128 1816 448 ) ( -128 1800 448 ) ( -48 1816 448 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1800 500 ) ( -128 1800 500 ) ( -48 1816 500 ) metal2_2 0 0 0 1.000000 1.00000
( -128 1800 500 ) ( -48 1800 500 ) ( -48 1800 448 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1800 500 ) ( -48 1816 500 ) ( -48 1816 448 ) metal2_2 0 0 0 1.000000 1.00000
( -48 1816 500 ) ( -128 1816 500 ) ( -128 1816 448 ) metal2_2 0 0 0 1.000000 1.00000
( -128 1816 500 ) ( -128 1800 500 ) ( -128 1800 448 ) metal2_2 0 0 0 1.000000 1.00000
}
//{
//( -400 1500 300 ) ( -400 700 300 ) ( 400 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
//( 400 700 400 ) ( -400 700 400 ) ( 400 1500 400 ) metal2_2 0 0 0 1.000000 1.00000
//( -400 700 400 ) ( 400 700 400 ) ( 400 700 300 ) metal2_2 0 0 0 1.000000 1.00000
//( 400 700 400 ) ( 400 1500 400 ) ( 400 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
//( 400 1500 400 ) ( -400 1500 400 ) ( -400 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
//( -400 1500 400 ) ( -400 700 400 ) ( -400 700 300 ) metal2_2 0 0 0 1.000000 1.00000
//}
// r3 south wall
{
( -400 700 200 ) ( -400 600 200 ) ( 400 700 200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 600 300 ) ( -400 600 300 ) ( 400 700 300 ) metal2_2 0 0 0 1.000000 1.00000
( -400 600 300 ) ( 400 600 300 ) ( 400 600 200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 600 300 ) ( 400 700 300 ) ( 400 700 200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 700 300 ) ( -400 700 300 ) ( -400 700 200 ) rock1_2 0 0 0 1.000000 1.00000
( -400 700 300 ) ( -400 600 300 ) ( -400 600 200 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 west wall part 1
{
( -500 1500 0 ) ( -500 1100 0 ) ( -400 1500 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1100 300 ) ( -500 1100 300 ) ( -400 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
( -500 1100 300 ) ( -400 1100 300 ) ( -400 1100 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1100 300 ) ( -400 1500 300 ) ( -400 1500 0 ) rock1_2 0 0 0 1.000000 1.00000
( -400 1500 300 ) ( -500 1500 300 ) ( -500 1500 0 ) metal2_2 0 0 0 1.000000 1.00000
( -500 1500 300 ) ( -500 1100 300 ) ( -500 1100 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 west wall part 2
{
( -500 1100 200 ) ( -500 700 200 ) ( -400 1100 200 ) metal2_2 0 0 0 1.000000 1.00000
( -400 700 300 ) ( -500 700 300 ) ( -400 1100 300 ) metal2_2 0 0 0 1.000000 1.00000
( -500 700 300 ) ( -400 700 300 ) ( -400 700 200 ) metal2_2 0 0 0 1.000000 1.00000
( -400 700 300 ) ( -400 1100 300 ) ( -400 1100 200 ) rock1_2 0 0 0 1.000000 1.00000
( -400 1100 300 ) ( -500 1100 300 ) ( -500 1100 200 ) metal2_2 0 0 0 1.000000 1.00000
( -500 1100 300 ) ( -500 700 300 ) ( -500 700 200 ) metal2_2 0 0 0 1.000000 1.00000
}
// r3 east wall part 1
{
( 400 1500 0 ) ( 400 1100 0 ) ( 500 1500 0 ) metal2_2 0 0 0 1.000000 1.00000
( 500 1100 300 ) ( 400 1100 300 ) ( 500 1500 300 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1100 300 ) ( 500 1100 300 ) ( 500 1100 0 ) metal2_2 0 0 0 1.000000 1.00000
( 500 1100 300 ) ( 500 1500 300 ) ( 500 1500 0 ) metal2_2 0 0 0 1.000000 1.00000
( 500 1500 300 ) ( 400 1500 300 ) ( 400 1500 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1500 300 ) ( 400 1100 300 ) ( 400 1100 0 ) rock1_2 0 0 0 1.000000 1.00000
}
// r3 east wall part 2
{
( 400 1100 200 ) ( 400 700 200 ) ( 500 1100 200 ) metal2_2 0 0 0 1.000000 1.00000
( 500 700 300 ) ( 400 700 300 ) ( 500 1100 300 ) metal2_2 0 0 0 1.000000 1.00000
( 400 700 300 ) ( 500 700 300 ) ( 500 700 200 ) metal2_2 0 0 0 1.000000 1.00000
( 500 700 300 ) ( 500 1100 300 ) ( 500 1100 200 ) metal2_2 0 0 0 1.000000 1.00000
( 500 1100 300 ) ( 400 1100 300 ) ( 400 1100 200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1100 300 ) ( 400 700 300 ) ( 400 700 200 ) rock1_2 0 0 0 1.000000 1.00000
}
// w2 west wall
{
( -500 1000 0 ) ( -500 700 0 ) ( -400 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 700 200 ) ( -500 700 200 ) ( -400 1000 200 ) metal2_2 0 0 0 1.000000 1.00000
( -500 700 200 ) ( -400 700 200 ) ( -400 700 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 700 200 ) ( -400 1000 200 ) ( -400 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1000 200 ) ( -500 1000 200 ) ( -500 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( -500 1000 200 ) ( -500 700 200 ) ( -500 700 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// w2 east wall
{
( 400 1000 0 ) ( 400 700 0 ) ( 500 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 500 700 200 ) ( 400 700 200 ) ( 500 1000 200 ) metal2_2 0 0 0 1.000000 1.00000
( 400 700 200 ) ( 500 700 200 ) ( 500 700 0 ) metal2_2 0 0 0 1.000000 1.00000
( 500 700 200 ) ( 500 1000 200 ) ( 500 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 500 1000 200 ) ( 400 1000 200 ) ( 400 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1000 200 ) ( 400 700 200 ) ( 400 700 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// w2 north wall
{
( -400 1100 0 ) ( -400 1000 0 ) ( 400 1100 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1000 200 ) ( -400 1000 200 ) ( 400 1100 200 ) afloor3_1 0 0 0 1.000000 1.00000
( -400 1000 200 ) ( 400 1000 200 ) ( 400 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1000 200 ) ( 400 1100 200 ) ( 400 1100 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1100 200 ) ( -400 1100 200 ) ( -400 1100 0 ) rock1_2 0 0 0 1.000000 1.00000
( -400 1100 200 ) ( -400 1000 200 ) ( -400 1000 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// w1
{
( -200 1000 -100 ) ( -200 450 -100 ) ( 200 1000 -100 ) *water0 0 0 0 1.000000 1.00000
( 200 450 0 ) ( -200 450 0 ) ( 200 1000 0 ) *water0 0 0 0 1.000000 1.00000
( -200 450 0 ) ( 200 450 0 ) ( 200 450 -100 ) *water0 0 0 0 1.000000 1.00000
( 200 450 0 ) ( 200 1000 0 ) ( 200 1000 -100 ) *water0 0 0 0 1.000000 1.00000
( 200 1000 0 ) ( -200 1000 0 ) ( -200 1000 -100 ) *water0 0 0 0 1.000000 1.00000
( -200 1000 0 ) ( -200 450 0 ) ( -200 450 -100 ) *water0 0 0 0 1.000000 1.00000
}
// w2
{
( -400 1000 0 ) ( -400 700 0 ) ( 400 1000 0 ) *water0 0 0 0 1.000000 1.00000
( 400 700 200 ) ( -400 700 200 ) ( 400 1000 200 ) *water0 0 0 0 1.000000 1.00000
( -400 700 200 ) ( 400 700 200 ) ( 400 700 0 ) *water0 0 0 0 1.000000 1.00000
( 400 700 200 ) ( 400 1000 200 ) ( 400 1000 0 ) *water0 0 0 0 1.000000 1.00000
( 400 1000 200 ) ( -400 1000 200 ) ( -400 1000 0 ) *water0 0 0 0 1.000000 1.00000
( -400 1000 200 ) ( -400 700 200 ) ( -400 700 0 ) *water0 0 0 0 1.000000 1.00000
}
// trigger_changelevel
{
( -48 2016 384 ) ( -48 2000 384 ) ( 0 2016 320 ) *teleport 0 0 0 1.000000 1.00000
( 48 2000 384 ) ( 0 2000 448 ) ( 48 2016 384 ) *teleport 0 0 0 1.000000 1.00000
( -48 2000 448 ) ( 48 2000 448 ) ( 48 2000 320 ) *teleport 0 0 0 1.000000 1.00000
( 48 2000 384 ) ( 48 2016 384 ) ( 0 2016 320 ) *teleport 0 0 0 1.000000 1.00000
( 48 2016 448 ) ( -48 2016 448 ) ( -48 2016 320 ) *teleport 0 0 0 1.000000 1.00000
( 0 2016 448 ) ( 0 2000 448 ) ( -48 2000 384 ) *teleport 0 0 0 1.000000 1.00000
}
// south wall monsterteleporter
{
( -200 -1400 0 ) ( -200 -1600 0 ) ( 200 -1400 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1600 200 ) ( -200 -1600 200 ) ( 200 -1400 200 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1600 200 ) ( 200 -1600 200 ) ( 200 -1600 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1600 200 ) ( 200 -1400 200 ) ( 200 -1400 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1400 200 ) ( -200 -1400 200 ) ( -200 -1400 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1400 200 ) ( -200 -1600 200 ) ( -200 -1600 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// north wall monsterteleporter
{
( -200 -800 0 ) ( -200 -1000 0 ) ( 200 -800 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1000 200 ) ( -200 -1000 200 ) ( 200 -800 200 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1000 200 ) ( 200 -1000 200 ) ( 200 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1000 200 ) ( 200 -800 200 ) ( 200 -800 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -800 200 ) ( -200 -800 200 ) ( -200 -800 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -800 200 ) ( -200 -1000 200 ) ( -200 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// west wall monsterteleporter
{
( -400 -1000 0 ) ( -400 -1400 0 ) ( -200 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1400 200 ) ( -400 -1400 200 ) ( -200 -1000 200 ) metal2_2 0 0 0 1.000000 1.00000
( -400 -1400 200 ) ( -200 -1400 200 ) ( -200 -1400 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1400 200 ) ( -200 -1000 200 ) ( -200 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1000 200 ) ( -400 -1000 200 ) ( -400 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( -400 -1000 200 ) ( -400 -1400 200 ) ( -400 -1400 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// east wall monsterteleporter
{
( 200 -1000 0 ) ( 200 -1400 0 ) ( 400 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 -1400 200 ) ( 200 -1400 200 ) ( 400 -1000 200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1400 200 ) ( 400 -1400 200 ) ( 400 -1400 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 -1400 200 ) ( 400 -1000 200 ) ( 400 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 400 -1000 200 ) ( 200 -1000 200 ) ( 200 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1000 200 ) ( 200 -1400 200 ) ( 200 -1400 0 ) metal2_2 0 0 0 1.000000 1.00000
}
// floor monsterteleporter
{
( -200 -1000 -200 ) ( -200 -1400 -200 ) ( 200 -1000 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1400 0 ) ( -200 -1400 0 ) ( 200 -1000 0 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1400 0 ) ( 200 -1400 0 ) ( 200 -1400 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1400 0 ) ( 200 -1000 0 ) ( 200 -1000 -200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1000 0 ) ( -200 -1000 0 ) ( -200 -1000 -200 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1000 0 ) ( -200 -1400 0 ) ( -200 -1400 -200 ) metal2_2 0 0 0 1.000000 1.00000
}
// ceiling monsterteleporter
{
( -200 -1000 200 ) ( -200 -1400 200 ) ( 200 -1000 200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1400 400 ) ( -200 -1400 400 ) ( 200 -1000 400 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1400 400 ) ( 200 -1400 400 ) ( 200 -1400 200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1400 400 ) ( 200 -1000 400 ) ( 200 -1000 200 ) metal2_2 0 0 0 1.000000 1.00000
( 200 -1000 400 ) ( -200 -1000 400 ) ( -200 -1000 200 ) metal2_2 0 0 0 1.000000 1.00000
( -200 -1000 400 ) ( -200 -1400 400 ) ( -200 -1400 200 ) metal2_2 0 0 0 1.000000 1.00000
}
// spikeshooter 1
{
( 392 1033 216 ) ( 392 1017 216 ) ( 400 1033 212 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1017 228 ) ( 392 1017 224 ) ( 400 1033 228 ) metal2_2 0 0 0 1.000000 1.00000
( 392 1021 228 ) ( 400 1017 228 ) ( 400 1017 212 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1017 228 ) ( 400 1033 228 ) ( 400 1033 212 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1033 228 ) ( 392 1029 228 ) ( 392 1029 212 ) metal2_2 0 0 0 1.000000 1.00000
( 392 1033 228 ) ( 392 1017 228 ) ( 392 1017 212 ) black 0 0 0 1.000000 1.00000
}
// spikeshooter 2
{
( 392 1083 216 ) ( 392 1067 216 ) ( 400 1083 212 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1067 228 ) ( 392 1067 224 ) ( 400 1083 228 ) metal2_2 0 0 0 1.000000 1.00000
( 392 1071 228 ) ( 400 1067 228 ) ( 400 1067 212 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1067 228 ) ( 400 1083 228 ) ( 400 1083 212 ) metal2_2 0 0 0 1.000000 1.00000
( 400 1083 228 ) ( 392 1079 228 ) ( 392 1079 212 ) metal2_2 0 0 0 1.000000 1.00000
( 392 1083 228 ) ( 392 1067 228 ) ( 392 1067 212 ) black 0 0 0 1.000000 1.00000
}
// spikeshooter 3
{
( -400 1033 212 ) ( -400 1017 212 ) ( -392 1033 216 ) metal2_2 0 0 0 1.000000 1.00000
( -392 1017 224 ) ( -400 1017 228 ) ( -392 1033 224 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1017 228 ) ( -392 1021 228 ) ( -392 1021 212 ) metal2_2 0 0 0 1.000000 1.00000
( -392 1017 228 ) ( -392 1033 228 ) ( -392 1033 212 ) black 0 0 0 1.000000 1.00000
( -392 1029 228 ) ( -400 1033 228 ) ( -400 1033 212 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1033 228 ) ( -400 1017 228 ) ( -400 1017 212 ) metal2_2 0 0 0 1.000000 1.00000
}
// spikeshooter 4
{
( -400 1083 212 ) ( -400 1067 212 ) ( -392 1083 216 ) metal2_2 0 0 0 1.000000 1.00000
( -392 1067 224 ) ( -400 1067 228 ) ( -392 1083 224 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1067 228 ) ( -392 1071 228 ) ( -392 1071 212 ) metal2_2 0 0 0 1.000000 1.00000
( -392 1067 228 ) ( -392 1083 228 ) ( -392 1083 212 ) black 0 0 0 1.000000 1.00000
( -392 1079 228 ) ( -400 1083 228 ) ( -400 1083 212 ) metal2_2 0 0 0 1.000000 1.00000
( -400 1083 228 ) ( -400 1067 228 ) ( -400 1067 212 ) metal2_2 0 0 0 1.000000 1.00000
}
// lava floor
{
( -400 1500 0 ) ( -400 1100 0 ) ( 400 1500 0 ) *lava1 0 0 0 1.000000 1.00000
( 400 1100 8 ) ( -400 1100 8 ) ( 400 1500 8 ) *lava1 0 0 0 1.000000 1.00000
( -400 1100 8 ) ( 400 1100 8 ) ( 400 1100 0 ) *lava1 0 0 0 1.000000 1.00000
( 400 1100 8 ) ( 400 1500 8 ) ( 400 1500 0 ) *lava1 0 0 0 1.000000 1.00000
( 400 1500 8 ) ( -400 1500 8 ) ( -400 1500 0 ) *lava1 0 0 0 1.000000 1.00000
( -400 1500 8 ) ( -400 1100 8 ) ( -400 1100 0 ) *lava1 0 0 0 1.000000 1.00000
}
}
// entities start here
// door d1; consists of four separate moving parts
// the first two are triggered when you pick up the nailgun, the other two
// are normal.
// when two doors are adjacent to each other, they trigger simultaneously.
{
"classname" "func_door"
"targetname" "open_door1"
"wait" "-1"
"sounds" "4"
"angle" "0"
{
( 0 220 0 ) ( 0 200 0 ) ( 200 220 0 ) dr02_1 0 0 0 1.000000 1.00000
( 200 200 200 ) ( 0 200 200 ) ( 200 220 200 ) dr02_1 0 0 0 1.000000 1.00000
( 0 200 200 ) ( 200 200 200 ) ( 200 200 0 ) dr02_1 0 0 0 1.000000 1.00000
( 200 200 200 ) ( 200 220 200 ) ( 200 220 0 ) dr02_1 0 0 0 1.000000 1.00000
( 200 220 200 ) ( 0 220 200 ) ( 0 220 0 ) dr02_1 0 0 0 1.000000 1.00000
( 0 220 200 ) ( 0 200 200 ) ( 0 200 0 ) dr02_1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_door"
"targetname" "open_door1"
"wait" "-1"
"sounds" "4"
"angle" "180"
{
( -200 220 0 ) ( -200 200 0 ) ( 0 220 0 ) dr02_1 0 0 0 1.000000 1.00000
( 0 200 200 ) ( -200 200 200 ) ( 0 220 200 ) dr02_1 0 0 0 1.000000 1.00000
( -200 200 200 ) ( 0 200 200 ) ( 0 200 0 ) dr02_1 0 0 0 1.000000 1.00000
( 0 200 200 ) ( 0 220 200 ) ( 0 220 0 ) dr02_1 0 0 0 1.000000 1.00000
( 0 220 200 ) ( -200 220 200 ) ( -200 220 0 ) dr02_1 0 0 0 1.000000 1.00000
( -200 220 200 ) ( -200 200 200 ) ( -200 200 0 ) dr02_1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_door"
"sounds" "4"
"speed" "30"
"angle" "-2"
{
( -200 270 0 ) ( -200 250 0 ) ( 200 270 0 ) dr02_1 0 0 0 1.000000 1.00000
( 200 250 64 ) ( -200 250 64 ) ( 200 270 64 ) dr02_1 0 0 0 1.000000 1.00000
( -200 250 64 ) ( 200 250 64 ) ( 200 250 0 ) dr02_1 0 64 0 1.000000 1.00000
( 200 250 64 ) ( 200 270 64 ) ( 200 270 0 ) dr02_1 0 0 0 1.000000 1.00000
( 200 270 64 ) ( -200 270 64 ) ( -200 270 0 ) dr02_1 0 64 0 1.000000 1.00000
( -200 270 64 ) ( -200 250 64 ) ( -200 250 0 ) dr02_1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_door"
"sounds" "4"
"speed" "30"
"angle" "-1"
{
( -200 270 64 ) ( -200 250 64 ) ( 200 270 64 ) dr02_1 0 0 0 1.000000 1.00000
( 200 250 128 ) ( -200 250 128 ) ( 200 270 128 ) dr02_1 0 0 0 1.000000 1.00000
( -200 250 128 ) ( 200 250 128 ) ( 200 250 64 ) dr02_1 0 64 0 1.000000 1.00000
( 200 250 128 ) ( 200 270 128 ) ( 200 270 64 ) dr02_1 0 0 0 1.000000 1.00000
( 200 270 128 ) ( -200 270 128 ) ( -200 270 64 ) dr02_1 0 64 0 1.000000 1.00000
( -200 270 128 ) ( -200 250 128 ) ( -200 250 64 ) dr02_1 0 0 0 1.000000 1.00000
}
}
{
"classname" "weapon_nailgun"
"target" "open_door1"
"origin" "0 100 30"
"message" "This opens the first door"
}
// door d2 ; covers the water w2. Two moving parts. Is opened by 3 buttons.
{
"classname" "func_door"
"targetname" "d2"
"sounds" "1"
"speed" "5"
"angle" "180"
"wait" "-1"
"message" "shoot all three underwater buttons"
{
( -400 1000 190 ) ( -400 700 190 ) ( 0 1000 190 ) dr02_1 0 0 0 1.000000 1.00000
( 0 700 210 ) ( -400 700 210 ) ( 0 1000 210 ) dr02_1 0 0 0 1.000000 1.00000
( -400 700 210 ) ( 0 700 210 ) ( 0 700 190 ) dr02_1 0 0 0 1.000000 1.00000
( 0 700 210 ) ( 0 1000 210 ) ( 0 1000 190 ) dr02_1 0 0 0 1.000000 1.00000
( 0 1000 210 ) ( -400 1000 210 ) ( -400 1000 190 ) dr02_1 0 0 0 1.000000 1.00000
( -400 1000 210 ) ( -400 700 210 ) ( -400 700 190 ) dr02_1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_door"
"targetname" "d2"
"sounds" "1"
"speed" "5"
"angle" "0"
"wait" "-1"
"message" "shoot all three underwater buttons"
{
( 0 1000 190 ) ( 0 700 190 ) ( 400 1000 190 ) dr02_1 0 0 0 1.000000 1.00000
( 400 700 210 ) ( 0 700 210 ) ( 400 1000 210 ) dr02_1 0 0 0 1.000000 1.00000
( 0 700 210 ) ( 400 700 210 ) ( 400 700 190 ) dr02_1 0 0 0 1.000000 1.00000
( 400 700 210 ) ( 400 1000 210 ) ( 400 1000 190 ) dr02_1 0 0 0 1.000000 1.00000
( 400 1000 210 ) ( 0 1000 210 ) ( 0 1000 190 ) dr02_1 0 0 0 1.000000 1.00000
( 0 1000 210 ) ( 0 700 210 ) ( 0 700 190 ) dr02_1 0 0 0 1.000000 1.00000
}
}
// counts down until all three buttons are shot; then triggers the door
{
"classname" "trigger_counter"
"count" "3"
"targetname" "d2_counter"
"target" "d2"
}
// in order to make the buttons change texture, we need all of the +?shoot
// textures. They are put on invisible walls in the main hull.
{
"classname" "func_button"
"angle" "270"
"health" "1" // to make it shootable
"wait" "-1" // stays pressed
"target" "d2_counter"
{
( -24 458 -74 ) ( -24 450 -74 ) ( 24 458 -74 ) metal2_2 0 0 0 1.000000 1.00000
( 24 450 -26 ) ( -24 450 -26 ) ( 24 458 -26 ) metal2_2 0 0 0 1.000000 1.00000
( -24 450 -26 ) ( 24 450 -26 ) ( 24 450 -74 ) metal2_2 0 0 0 1.000000 1.00000
( 24 450 -26 ) ( 24 458 -26 ) ( 24 458 -74 ) metal2_2 0 0 0 1.000000 1.00000
( 24 458 -26 ) ( -24 458 -26 ) ( -24 458 -74 ) +0shoot 24 22 0 1.000000 1.00000
( -24 458 -26 ) ( -24 450 -26 ) ( -24 450 -74 ) metal2_2 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_button"
"angle" "180"
"health" "1" // to make it shootable
"wait" "-1" // stays pressed
"target" "d2_counter"
{
( -400 874 24 ) ( -400 826 24 ) ( -392 874 24 ) metal2_2 0 0 0 1.000000 1.00000
( -392 826 72 ) ( -400 826 72 ) ( -392 874 72 ) metal2_2 0 0 0 1.000000 1.00000
( -400 826 72 ) ( -392 826 72 ) ( -392 826 24 ) metal2_2 0 0 0 1.000000 1.00000
( -392 826 72 ) ( -392 874 72 ) ( -392 874 24 ) +0shoot 38 24 0 1.000000 1.00000
( -392 874 72 ) ( -400 874 72 ) ( -400 874 24 ) metal2_2 0 0 0 1.000000 1.00000
( -400 874 72 ) ( -400 826 72 ) ( -400 826 24 ) metal2_2 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_button"
"angle" "0"
"health" "1" // to make it shootable
"wait" "-1" // stays pressed
"target" "d2_counter"
{
( 392 874 24 ) ( 392 826 24 ) ( 400 874 24 ) metal2_2 0 0 0 1.000000 1.00000
( 400 826 72 ) ( 392 826 72 ) ( 400 874 72 ) metal2_2 0 0 0 1.000000 1.00000
( 392 826 72 ) ( 400 826 72 ) ( 400 826 24 ) metal2_2 0 0 0 1.000000 1.00000
( 400 826 72 ) ( 400 874 72 ) ( 400 874 24 ) metal2_2 0 0 0 1.000000 1.00000
( 400 874 72 ) ( 392 874 72 ) ( 392 874 24 ) metal2_2 0 0 0 1.000000 1.00000
( 392 874 72 ) ( 392 826 72 ) ( 392 826 24 ) +0shoot 38 24 0 1.000000 1.00000
}
}
// just a lifting platform. The brush must be at the top height, and "height"
// must be the amount it lowers.
{
"classname" "func_plat"
"sounds" "2"
"angle" "-2"
"height" "184"
{
( 64 1164 184 ) ( 64 1100 184 ) ( 128 1164 184 ) plat_top1 0 12 0 1.000000 1.00000
( 128 1100 200 ) ( 64 1100 200 ) ( 128 1164 200 ) plat_top1 0 12 0 1.000000 1.00000
( 64 1100 200 ) ( 128 1100 200 ) ( 128 1100 184 ) plat_side1 0 0 0 1.000000 1.00000
( 128 1100 200 ) ( 128 1164 200 ) ( 128 1164 184 ) plat_side1 0 0 0 1.000000 1.00000
( 128 1164 200 ) ( 64 1164 200 ) ( 64 1164 184 ) plat_side1 0 0 0 1.000000 1.00000
( 64 1164 200 ) ( 64 1100 200 ) ( 64 1100 184 ) plat_side1 0 0 0 1.000000 1.00000
}
{
( 88 1140 0 ) ( 88 1124 0 ) ( 104 1140 0 ) plat_stem 0 0 0 1.000000 1.00000
( 104 1124 184 ) ( 88 1124 184 ) ( 104 1140 184 ) plat_stem 0 0 0 1.000000 1.00000
( 88 1124 184 ) ( 104 1124 184 ) ( 104 1124 0 ) plat_stem 0 0 0 1.000000 1.00000
( 104 1124 184 ) ( 104 1140 184 ) ( 104 1140 0 ) plat_stem 0 0 0 1.000000 1.00000
( 104 1140 184 ) ( 88 1140 184 ) ( 88 1140 0 ) plat_stem 0 0 0 1.000000 1.00000
( 88 1140 184 ) ( 88 1124 184 ) ( 88 1124 0 ) plat_stem 0 0 0 1.000000 1.00000
}
}
// eight moving platforms. Maybe overdoing things a bit?
{
"classname" "func_train"
"target" "train1"
"sounds" "0"
{
( -384 1280 0 ) ( -384 1216 0 ) ( -320 1280 0 ) plat_top1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -384 1216 16 ) ( -320 1280 16 ) plat_top1 0 0 0 1.000000 1.00000
( -384 1216 16 ) ( -320 1216 16 ) ( -320 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -320 1280 16 ) ( -320 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1280 16 ) ( -384 1280 16 ) ( -384 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -384 1280 16 ) ( -384 1216 16 ) ( -384 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_train"
"target" "train2"
"sounds" "0"
{
( -384 1280 0 ) ( -384 1216 0 ) ( -320 1280 0 ) plat_top1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -384 1216 16 ) ( -320 1280 16 ) plat_top1 0 0 0 1.000000 1.00000
( -384 1216 16 ) ( -320 1216 16 ) ( -320 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -320 1280 16 ) ( -320 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1280 16 ) ( -384 1280 16 ) ( -384 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -384 1280 16 ) ( -384 1216 16 ) ( -384 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_train"
"target" "train3"
"sounds" "0"
{
( -384 1280 0 ) ( -384 1216 0 ) ( -320 1280 0 ) plat_top1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -384 1216 16 ) ( -320 1280 16 ) plat_top1 0 0 0 1.000000 1.00000
( -384 1216 16 ) ( -320 1216 16 ) ( -320 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -320 1280 16 ) ( -320 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1280 16 ) ( -384 1280 16 ) ( -384 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -384 1280 16 ) ( -384 1216 16 ) ( -384 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_train"
"target" "train4"
"sounds" "0"
{
( -384 1280 0 ) ( -384 1216 0 ) ( -320 1280 0 ) plat_top1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -384 1216 16 ) ( -320 1280 16 ) plat_top1 0 0 0 1.000000 1.00000
( -384 1216 16 ) ( -320 1216 16 ) ( -320 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -320 1280 16 ) ( -320 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1280 16 ) ( -384 1280 16 ) ( -384 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -384 1280 16 ) ( -384 1216 16 ) ( -384 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_train"
"target" "train5"
"sounds" "0"
{
( -384 1280 0 ) ( -384 1216 0 ) ( -320 1280 0 ) plat_top1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -384 1216 16 ) ( -320 1280 16 ) plat_top1 0 0 0 1.000000 1.00000
( -384 1216 16 ) ( -320 1216 16 ) ( -320 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -320 1280 16 ) ( -320 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1280 16 ) ( -384 1280 16 ) ( -384 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -384 1280 16 ) ( -384 1216 16 ) ( -384 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_train"
"target" "train6"
"sounds" "0"
{
( -384 1280 0 ) ( -384 1216 0 ) ( -320 1280 0 ) plat_top1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -384 1216 16 ) ( -320 1280 16 ) plat_top1 0 0 0 1.000000 1.00000
( -384 1216 16 ) ( -320 1216 16 ) ( -320 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -320 1280 16 ) ( -320 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1280 16 ) ( -384 1280 16 ) ( -384 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -384 1280 16 ) ( -384 1216 16 ) ( -384 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_train"
"target" "train7"
"sounds" "0"
{
( -384 1280 0 ) ( -384 1216 0 ) ( -320 1280 0 ) plat_top1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -384 1216 16 ) ( -320 1280 16 ) plat_top1 0 0 0 1.000000 1.00000
( -384 1216 16 ) ( -320 1216 16 ) ( -320 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -320 1280 16 ) ( -320 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1280 16 ) ( -384 1280 16 ) ( -384 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -384 1280 16 ) ( -384 1216 16 ) ( -384 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_train"
"target" "train8"
"sounds" "0"
{
( -384 1280 0 ) ( -384 1216 0 ) ( -320 1280 0 ) plat_top1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -384 1216 16 ) ( -320 1280 16 ) plat_top1 0 0 0 1.000000 1.00000
( -384 1216 16 ) ( -320 1216 16 ) ( -320 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1216 16 ) ( -320 1280 16 ) ( -320 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -320 1280 16 ) ( -384 1280 16 ) ( -384 1280 0 ) plat_side1 0 0 0 1.000000 1.00000
( -384 1280 16 ) ( -384 1216 16 ) ( -384 1216 0 ) plat_side1 0 0 0 1.000000 1.00000
}
}
{
"classname" "path_corner"
"targetname" "train1"
"target" "train2"
"origin" "-399 1280 0"
}
{
"classname" "path_corner"
"targetname" "train2"
"target" "train3"
"origin" "336 1280 0"
}
{
"classname" "path_corner"
"targetname" "train3"
"target" "train4"
"origin" "336 1100 184"
}
{
"classname" "path_corner"
"targetname" "train4"
"target" "train5"
"origin" "-32 1100 284"
}
{
"classname" "path_corner"
"targetname" "train5"
"target" "train6"
"origin" "-399 1100 184"
}
{
"classname" "path_corner"
"targetname" "train6"
"target" "train7"
"origin" "-399 1436 184"
}
{
"classname" "path_corner"
"targetname" "train7"
"target" "train8"
"origin" "336 1436 184"
}
{
"classname" "path_corner"
"targetname" "train8"
"target" "train1"
"origin" "336 1280 184"
}
// the button to start the 'script' which opens the ceiling of r3 and
// lowers the bridge. This 'script' is performed using trigger_relay
// entities with different delays.
{
"classname" "func_button"
"angle" "90"
"wait" "-1"
"target" "open_ceiling"
{
( -24 1500 216 ) ( -24 1492 216 ) ( 24 1500 216 ) metal2_2 0 0 0 1.000000 1.00000
( 24 1492 264 ) ( -24 1492 264 ) ( 24 1500 264 ) metal2_2 0 0 0 1.000000 1.00000
( -24 1492 264 ) ( 24 1492 264 ) ( 24 1492 216 ) +0button 24 24 0 1.000000 1.00000
( 24 1492 264 ) ( 24 1500 264 ) ( 24 1500 216 ) metal2_2 0 0 0 1.000000 1.00000
( 24 1500 264 ) ( -24 1500 264 ) ( -24 1500 216 ) +1button 0 0 0 1.000000 1.00000
( -24 1500 264 ) ( -24 1492 264 ) ( -24 1492 216 ) metal2_2 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_door"
"targetname" "open_ceiling"
"wait" "-1"
"sounds" "2"
"lip" "-8" // if lip is 0, the door sticks out 8. so -8 aligns
// with the door
"speed" "10"
"angle" "180"
{
( -32 1436 301 ) ( -32 1200 301 ) ( 0 1436 301 ) woodflr1_2 0 0 0 1.000000 1.00000
( 0 1200 308 ) ( -32 1200 308 ) ( 0 1436 308 ) metal2_2 0 0 0 1.000000 1.00000
( -32 1200 308 ) ( 0 1200 308 ) ( 0 1200 301 ) metal2_2 0 0 0 1.000000 1.00000
( 0 1200 308 ) ( 0 1436 308 ) ( 0 1436 301 ) metal2_2 0 0 0 1.000000 1.00000
( 0 1436 308 ) ( -32 1436 308 ) ( -32 1436 301 ) metal2_2 0 0 0 1.000000 1.00000
( -32 1436 308 ) ( -32 1200 308 ) ( -32 1200 301 ) metal2_2 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_door"
"targetname" "open_ceiling"
"delay" "4" // 3 seconds after starting it triggers
"target" "lower_bridge" // the lowering of the bridge
"wait" "-1"
"sounds" "2"
"lip" "-8"
"speed" "10"
"angle" "0"
{
( 0 1436 301 ) ( 0 1200 301 ) ( 32 1436 301 ) woodflr1_2 0 0 0 1.000000 1.00000
( 32 1200 308 ) ( 0 1200 308 ) ( 32 1436 308 ) metal2_2 0 0 0 1.000000 1.00000
( 0 1200 308 ) ( 32 1200 308 ) ( 32 1200 301 ) metal2_2 0 0 0 1.000000 1.00000
( 32 1200 308 ) ( 32 1436 308 ) ( 32 1436 301 ) metal2_2 0 0 0 1.000000 1.00000
( 32 1436 308 ) ( 0 1436 308 ) ( 0 1436 301 ) metal2_2 0 0 0 1.000000 1.00000
( 0 1436 308 ) ( 0 1200 308 ) ( 0 1200 301 ) metal2_2 0 0 0 1.000000 1.00000
}
}
{
"classname" "func_door"
"targetname" "lower_bridge"
"wait" "-1"
"sounds" "3"
"speed" "50"
"lip" "238" // to align the bridge when lowered
"angle" "-2"
{
( -32 1436 312 ) ( -32 1200 432 ) ( 32 1436 312 ) wizwood1_7 0 0 0 1.000000 1.00000
( 32 1200 440 ) ( -32 1200 440 ) ( 32 1436 320 ) wizwood1_7 0 0 0 1.000000 1.00000
( -32 1200 320 ) ( 32 1200 320 ) ( 32 1200 312 ) wizwood1_7 0 0 0 1.000000 1.00000
( 32 1200 320 ) ( 32 1436 320 ) ( 32 1436 312 ) wizwood1_7 0 0 0 1.000000 1.00000
( 32 1436 320 ) ( -32 1436 320 ) ( -32 1436 312 ) wizwood1_7 0 0 0 1.000000 1.00000
( -32 1436 320 ) ( -32 1200 320 ) ( -32 1200 312 ) wizwood1_7 0 0 0 1.000000 1.00000
}
{
( -31 1435 316 ) ( -31 1431 316 ) ( -27 1435 316 ) black 0 0 0 1.000000 1.00000
( -27 1431 670 ) ( -31 1431 670 ) ( -27 1435 670 ) black 0 0 0 1.000000 1.00000
( -31 1431 670 ) ( -27 1431 670 ) ( -27 1431 316 ) black 0 0 0 1.000000 1.00000
( -27 1431 670 ) ( -27 1435 670 ) ( -27 1435 316 ) black 0 0 0 1.000000 1.00000
( -27 1435 670 ) ( -31 1435 670 ) ( -31 1435 316 ) black 0 0 0 1.000000 1.00000
( -31 1435 670 ) ( -31 1431 670 ) ( -31 1431 316 ) black 0 0 0 1.000000 1.00000
}
{
( 27 1435 316 ) ( 27 1431 316 ) ( 31 1435 316 ) black 0 0 0 1.000000 1.00000
( 31 1431 670 ) ( 27 1431 670 ) ( 31 1435 670 ) black 0 0 0 1.000000 1.00000
( 27 1431 670 ) ( 31 1431 670 ) ( 31 1431 316 ) black 0 0 0 1.000000 1.00000
( 31 1431 670 ) ( 31 1435 670 ) ( 31 1435 316 ) black 0 0 0 1.000000 1.00000
( 31 1435 670 ) ( 27 1435 670 ) ( 27 1435 316 ) black 0 0 0 1.000000 1.00000
( 27 1435 670 ) ( 27 1431 670 ) ( 27 1431 316 ) black 0 0 0 1.000000 1.00000
}
}
{
"classname" "trigger_multiple"
"wait" "1.22"
"target" "ShootThemSpikes"
{
( -400 1100 200 ) ( -400 1000 200 ) ( 400 1100 200 ) trigger 0 0 0 1.000000 1.00000
( 400 1000 300 ) ( -400 1000 300 ) ( 400 1100 300 ) trigger 0 0 0 1.000000 1.00000
( -400 1000 300 ) ( 400 1000 300 ) ( 400 1000 200 ) trigger 0 0 0 1.000000 1.00000
( 400 1000 300 ) ( 400 1100 300 ) ( 400 1100 200 ) trigger 0 0 0 1.000000 1.00000
( 400 1100 300 ) ( -400 1100 300 ) ( -400 1100 200 ) trigger 0 0 0 1.000000 1.00000
( -400 1100 300 ) ( -400 1000 300 ) ( -400 1000 200 ) trigger 0 0 0 1.000000 1.00000
}
}
{
"classname" "trap_spikeshooter"
"angle" "0"
"targetname" "ShootThemSpikes"
"origin" "-391 1025 220"
}
{
"classname" "trap_spikeshooter"
"angle" "180"
"targetname" "ShootThemSpikes"
"origin" "391 1025 220"
}
{
"classname" "trap_spikeshooter"
"angle" "0"
"targetname" "ShootThemSpikes"
"origin" "-391 1075 220"
}
{
"classname" "trap_spikeshooter"
"angle" "180"
"targetname" "ShootThemSpikes"
"origin" "391 1075 220"
}
{
"classname" "trigger_multiple"
"target" "trap_crusher"
"wait" "3"
{
( -48 1824 320 ) ( -48 1792 320 ) ( 48 1824 320 ) trigger 0 0 0 1.000000 1.00000
( 48 1792 448 ) ( -48 1792 448 ) ( 48 1824 448 ) trigger 0 0 0 1.000000 1.00000
( -48 1792 448 ) ( 48 1792 448 ) ( 48 1792 320 ) trigger 0 0 0 1.000000 1.00000
( 48 1792 448 ) ( 48 1824 448 ) ( 48 1824 320 ) trigger 0 0 0 1.000000 1.00000
( 48 1824 448 ) ( -48 1824 448 ) ( -48 1824 320 ) trigger 0 0 0 1.000000 1.00000
( -48 1824 448 ) ( -48 1792 448 ) ( -48 1792 320 ) trigger 0 0 0 1.000000 1.00000
}
}
// the pitchfork trap near the end. Is triggered by the trigger above;
// its brush is somewhat larger than the pitchfork itself, so it is possible
// to 'disarm' the trap; after going off, it waits for three seconds.
{
"classname" "func_door"
"targetname" "trap_crusher"
"angle" "-1"
"wait" "1"
"speed" "400"
"dmg" "66"
"lip" "84"
"sounds" "3"
"spawnflags" "1"
{
( -8 1800 384 ) ( -8 1816 384 ) ( 8 1816 384 ) metalt2_1 0 0 0 1.000000 1.000000
( 0 1800 384 ) ( 8 1816 384 ) ( 0 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( 8 1816 384 ) ( -8 1816 384 ) ( 0 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( -8 1816 384 ) ( 0 1800 384 ) ( 0 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
}
{
( 8 1800 384 ) ( 8 1816 384 ) ( 24 1816 384 ) metalt2_1 0 0 0 1.000000 1.000000
( 16 1800 384 ) ( 24 1816 384 ) ( 16 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( 24 1816 384 ) ( 8 1816 384 ) ( 16 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( 8 1816 384 ) ( 16 1800 384 ) ( 16 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
}
{
( -24 1800 384 ) ( -24 1816 384 ) ( -8 1816 384 ) metalt2_1 0 0 0 1.000000 1.000000
( -16 1800 384 ) ( -8 1816 384 ) ( -16 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( -8 1816 384 ) ( -24 1816 384 ) ( -16 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( -24 1816 384 ) ( -16 1800 384 ) ( -16 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
}
{
( 24 1800 384 ) ( 24 1816 384 ) ( 40 1816 384 ) metalt2_1 0 0 0 1.000000 1.000000
( 32 1800 384 ) ( 40 1816 384 ) ( 32 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( 40 1816 384 ) ( 24 1816 384 ) ( 32 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( 24 1816 384 ) ( 32 1800 384 ) ( 32 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
}
{
( -40 1800 384 ) ( -40 1816 384 ) ( -24 1816 384 ) metalt2_1 0 0 0 1.000000 1.000000
( -32 1800 384 ) ( -24 1816 384 ) ( -32 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( -24 1816 384 ) ( -40 1816 384 ) ( -32 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
( -40 1816 384 ) ( -32 1800 384 ) ( -32 1808 320 ) metalt2_1 0 0 0 1.000000 1.000000
}
{
( -48 1816 384 ) ( -48 1800 384 ) ( 48 1816 384 ) metalt2_1 0 0 0 1.000000 1.00000
( 48 1800 400 ) ( -48 1800 400 ) ( 48 1816 400 ) metalt2_1 0 0 0 1.000000 1.00000
( -48 1800 400 ) ( 48 1800 400 ) ( 48 1800 384 ) metalt2_1 0 0 0 1.000000 1.00000
( 48 1800 400 ) ( 48 1816 400 ) ( 48 1816 384 ) metalt2_1 0 0 0 1.000000 1.00000
( 48 1816 400 ) ( -48 1816 400 ) ( -48 1816 384 ) metalt2_1 0 0 0 1.000000 1.00000
( -48 1816 400 ) ( -48 1800 400 ) ( -48 1800 384 ) metalt2_1 0 0 0 1.000000 1.00000
}
{
( -8 1816 400 ) ( -8 1800 400 ) ( 8 1816 400 ) metalt2_1 0 0 0 1.000000 1.00000
( 8 1800 500 ) ( -8 1800 500 ) ( 8 1816 500 ) metalt2_1 0 0 0 1.000000 1.00000
( -8 1800 500 ) ( 8 1800 500 ) ( 8 1800 400 ) metalt2_1 0 0 0 1.000000 1.00000
( 8 1800 500 ) ( 8 1816 500 ) ( 8 1816 400 ) metalt2_1 0 0 0 1.000000 1.00000
( 8 1816 500 ) ( -8 1816 500 ) ( -8 1816 400 ) metalt2_1 0 0 0 1.000000 1.00000
( -8 1816 500 ) ( -8 1800 500 ) ( -8 1800 400 ) metalt2_1 0 0 0 1.000000 1.00000
}
}
{
"classname" "info_player_start"
"origin" "150 50 30"
//"origin" "0 1200 30"
"angle" "165" // approximately facing the nailgun
}
{
"classname" "trigger_changelevel"
"target" "trigger_monsterteleport"
"map" "e1m8" // coz it's a cute level
{
( -64 2016 320 ) ( -64 2000 320 ) ( 64 2016 320 ) *teleport 0 0 0 1.000000 1.00000
( 64 2000 448 ) ( -64 2000 448 ) ( 64 2016 448 ) *teleport 0 0 0 1.000000 1.00000
( -64 2000 448 ) ( 64 2000 448 ) ( 64 2000 320 ) *teleport 0 0 0 1.000000 1.00000
( 64 2000 448 ) ( 64 2016 448 ) ( 64 2016 320 ) *teleport 0 0 0 1.000000 1.00000
( 64 2016 448 ) ( -64 2016 448 ) ( -64 2016 320 ) *teleport 0 0 0 1.000000 1.00000
( -64 2016 448 ) ( -64 2000 448 ) ( -64 2000 320 ) *teleport 0 0 0 1.000000 1.00000
}
}
{
"classname" "info_intermission"
"origin" "395 1495 295"
"mangle" "35 -135 5" // pitch, yaw, roll
}
// the next five entries are used to create the 'fountain of blood', which
// is also used in e1m7. Upon exiting, three shamblers are teleported
// to the same spot, telefragging each other.
{
"classname" "trigger_teleport"
"targetname" "trigger_monsterteleport"
"target" "monsterteleport"
{
( -200 -1000 0 ) ( -200 -1400 0 ) ( 200 -1000 0 ) trigger 0 0 0 1.000000 1.00000
( 200 -1400 200 ) ( -200 -1400 200 ) ( 200 -1000 200 ) trigger 0 0 0 1.000000 1.00000
( -200 -1400 200 ) ( 200 -1400 200 ) ( 200 -1400 0 ) trigger 0 0 0 1.000000 1.00000
( 200 -1400 200 ) ( 200 -1000 200 ) ( 200 -1000 0 ) trigger 0 0 0 1.000000 1.00000
( 200 -1000 200 ) ( -200 -1000 200 ) ( -200 -1000 0 ) trigger 0 0 0 1.000000 1.00000
( -200 -1000 200 ) ( -200 -1400 200 ) ( -200 -1400 0 ) trigger 0 0 0 1.000000 1.00000
}
}
{
"classname" "info_teleport_destination"
"targetname" "monsterteleport"
"origin" "150 1300 100"
}
{
"classname" "monster_shambler"
"origin" "0 -1200 30"
}
{
"classname" "monster_shambler"
"origin" "100 -1200 30"
}
{
"classname" "monster_shambler"
"origin" "-100 -1200 30"
}
{
"classname" "light" //r1
"light" "250"
"style" "0"
"spawnflags" "0"
"origin" "0 100 100"
}
{
"classname" "light_torch_small_walltorch" //r1
"light" "200"
"style" "6"
"origin" "-195 195 60"
}
{
"classname" "light_torch_small_walltorch" //r1
"light" "200"
"style" "6"
"origin" "195 195 60"
}
{
"classname" "light_torch_small_walltorch" //r1
"light" "200"
"style" "6"
"origin" "-195 5 60"
}
{
"classname" "light_torch_small_walltorch" //r1
"light" "200"
"style" "6"
"origin" "195 5 60"
}
{
"classname" "light_torch_small_walltorch" //r2
"light" "200"
"style" "6"
"origin" "-195 595 60"
}
{
"classname" "light_torch_small_walltorch" //r2
"light" "200"
"style" "6"
"origin" "195 595 60"
}
{
"classname" "light" //r2
"light" "300"
"style" "0"
"spawnflags" "0"
"origin" "100 400 100"
}
{
"classname" "light" //r2
"light" "300"
"style" "0"
"spawnflags" "0"
"origin" "-100 400 100"
}
{
"classname" "light" //w1
"light" "300"
"style" "0"
"spawnflags" "0"
"origin" "100 800 -50"
}
{
"classname" "light" //w1
"light" "300"
"style" "0"
"spawnflags" "0"
"origin" "-100 800 -50"
}
{
"classname" "light" //w1
"light" "200"
"targetname" "d2"
"style" "0"
"spawnflags" "0"
"origin" "0 460 -50"
}
{
"classname" "light" //w2
"light" "200"
"targetname" "d2"
"style" "0"
"spawnflags" "0"
"origin" "390 850 50"
}
{
"classname" "light" //w2
"light" "200"
"targetname" "d2"
"style" "0"
"spawnflags" "0"
"origin" "-390 850 50"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "-395 705 260"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "395 705 260"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "0 705 260"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "-395 1000 260"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "395 1000 260"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "-395 1495 60"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "395 1495 60"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "0 1495 60"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "-395 1105 60"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "395 1105 60"
}
{
"classname" "light_torch_small_walltorch" //r3
"light" "200"
"style" "6"
"origin" "0 1105 60"
}
{
"classname" "light" //r3
"light" "350"
"style" "0"
"spawnflags" "0"
"origin" "200 1300 150"
}
{
"classname" "light" //r3
"light" "350"
"style" "0"
"spawnflags" "0"
"origin" "-200 1300 150"
}
{
"classname" "light" //r3
"light" "225"
"style" "0"
"spawnflags" "0"
"origin" "0 1050 250"
}
{
"classname" "light_torch_small_walltorch" //r5
"light" "200"
"style" "6"
"origin" "0 993 380"
}
{
"classname" "light_torch_small_walltorch" //r5
"light" "150"
"style" "6"
"origin" "43 1495 380"
}
{
"classname" "light_torch_small_walltorch" //r5
"light" "150"
"style" "6"
"origin" "-43 1495 380"
}
{
"classname" "light_torch_small_walltorch" //r6
"light" "150"
"style" "6"
"origin" "43 1750 380"
}
{
"classname" "light_torch_small_walltorch" //r6
"light" "150"
"style" "6"
"origin" "-43 1750 380"
}
// switches on the light when the pitchfork trap is triggered
{
"classname" "trigger_once"
"targetname" "trap_crusher"
"target" "trap_crusher_lights"
}
{
"classname" "light" //r6
"light" "150"
"spawnflags" "1"
"targetname" "trap_crusher_lights"
"style" "0"
"origin" "-43 2000 380"
}
{
"classname" "light" //r6
"light" "150"
"spawnflags" "1"
"style" "0"
"targetname" "trap_crusher_lights"
"origin" "43 2000 380"
}
{
"classname" "light_torch_small_walltorch" //r5
"light" "200"
"style" "6"
"origin" "123 1318 380"
}
{
"classname" "light_torch_small_walltorch" //r5
"light" "200"
"style" "6"
"origin" "-123 1318 380"
}