QQRKSRC1 // Configuration file for Quake 1 // This file contains : // // * List of Quake 1 entities // By: Kasper Kystol Andersen (SpaceDog) // And: Brian Wagener // // * List of Quake 1 textures // By: Kasper Kystol Andersen (SpaceDog) // // Thanks, Kasper and Brian. - Armin - // // See comments in file Defaults.qrk. //$Header: /cvsroot/quark/runtime/addons/Quake_1/DataQ1.qrk,v 1.3 2001/11/27 20:04:38 decker_dk Exp $ // ----------- REVISION HISTORY ------------ //$Log: DataQ1.qrk,v $ //Revision 1.3 2001/11/27 20:04:38 decker_dk //Fixed a little typo in func_train's dmg. Thanks to Denis Kolesnikov (dekoder@narod.ru) // //Revision 1.2 2001/03/20 21:57:04 decker_dk //Added log-header / misc. // //Revision 1.1 2001/02/11 11:07:05 decker_dk //Moved from addons directory // { QuArKProtected = "1" Description = "Base Quake 1 data" // RunGame:incl = // { // Typ = "G" // CheckFileCfg = ":Program" // Exec[] = "[::Program] -game [~gamedir] +map [~map]" // Dir[] = "[::Directory]" // } Quake 1 setup.qctx = { Game = "Quake 1" HTML = "help\index.html" SFSkills = '256 512 1024 2048' // must be 4 or 6 values : easy/medium/hard/deathm.[/coop/single] CreateFiles: = { Quake.rc = { Data = "// This file has been created by QuArK - Quake Army Knife" $0D$0A"//" $0D$0A"// For more info about QuArK please see the home page at :" $0D$0A"//" $0D$0A"// http://www.planetquake.com/quark" $0D$0A"//" $0D$0A"//" $0D$0A"// -- Armin Rigo" $0D$0A $0D$0A"exec default.cfg" $0D$0A"exec config.cfg" $0D$0A"exec autoexec.cfg" $0D$0A"echo" $0D$0A"echo "$22" "$80$81$81$81$81$82" Quake Army Knife 5 "$80$81$81$81$81$82$22 $0D$0A"echo" $0D$0A"exec quark.cfg" $0D$0A"stuffcmds" } } // DrawMap: = // { // Spec = "light" // Circle: = {center[]="[~origin]" radius[]="[~light]*0.9"} // } // Textured: = // { // Bkgnd = $03 // gray (color indices in the Quake palette) // Normal = $FF // rose-brown // GroupSel = $0F // white // UniqueSel = $6F // yellow // HiddenSel = $6B // orange // Duplicator = $D2 // blue // Model = $00 // black (for the lines) // ModelNoSkin= $05 // gray // } } NewFiles.qtx = { ToolBox = "New files..." Root = "Quake 1 file types.qtxfolder" Quake 1 file types.qtxfolder = { QuakeC.qc = { } Texture Wad.wad = { } } } NewEntities.qtx = // Quake 1 entities { ToolBox = "New map items..." // the same name as in Defaults.qrk Root = "Quake1 Entities.qtxfolder" Quake1 Entities.qtxfolder = { Doors & lifts.qtxfolder = { func_door:b = { angle = "360" ;desc = "Door" ;incl = "defpoly" } func_door_secret:b = { angle = "360" ;desc = "A door that is triggered to open" ;incl = "defpoly" } func_wall:b = { ;desc = "Just a solid wall if not inhibitted" ;incl = "defpoly" } func_button:b = { angle = "360" ;desc = "A button" ;incl = "defpoly" } func_train:b = { angle = "360" ;desc = "A platform (moves along a train)" ;incl = "defpoly" } func_plat:b = { ;desc = "A lift/elevator" ;incl = "defpoly" } func_bossgate:b = { ;desc = "This bmodel disappears when player has all the episode sigils" ;incl = "defpoly" } func_episodegate:b = { ;desc = "Appears if episode has been completed so we cant reenter it" ;incl = "defpoly" } func_illusionary:b = { ;desc = "Entity that looks solid but lets you walk right through it" ;incl = "defpoly" } } Triggers.qtxfolder = { trigger_teleport:b = { origin = "0 0 0" angle = "360" ;desc = "Teleporter (all trigger_tags are trigger by walkover" ;incl = "defpoly" } trigger_changelevel:b = { origin = "0 0 0" angle = "360" ;desc = "Changes to another level" ;incl = "defpoly" } trigger_counter:e = { origin = "0 0 0" angle = "360" ;desc = "Counter" } trigger_setskill:b = { origin = "0 0 0" angle = "360" ;desc = "Changes Skill level" ;incl = "defpoly" } trigger_once:b = { origin = "0 0 0" angle = "360" ;desc = "Triggers action only once" ;incl = "defpoly" } trigger_multiple:b = { origin = "0 0 0" angle = "360" ;desc = "trigger action (can be triggered more than once)" ;incl = "defpoly" } trigger_onlyregistered:b = { origin = "0 0 0" angle = "360" ;desc = "Only triggers if game is registered (registered == 1)" ;incl = "defpoly" } trigger_secret:b = { origin = "0 0 0" angle = "360" ;desc = "trigger action and award secret credit" ;incl = "defpoly" } trigger_monsterjump:b = { origin = "0 0 0" angle = "360" ;desc = "walking monsters that touch this will jump" ;incl = "defpoly" } trigger_hurt:b = { origin = "0 0 0" angle = "360" ;desc = "any object touching this will be hurt" ;incl = "defpoly" } trigger_push:b = { origin = "0 0 0" angle = "360" ;desc = "pushes player in any direction (like a windtunnel)" ;incl = "defpoly" } trigger_relay:e = { origin = "0 0 0" angle = "360" ;desc = "allow delayed/multiple actions from one trigger" } } Lights.qtxfolder = { light:e = { origin = "0 0 0" light = "200" ;desc = "A projected light (no visible light source)" } light_torch_small_walltorch:e = { origin = "0 0 0" ;desc = "Short wallTorch" } light_flame_large_yellow:e = { origin = "0 0 0" ;desc ="Large yellow flame ball" } light_flame_small_yellow:e = { origin = "0 0 0" ;desc = "Small yellow flame ball" } light_flame_small_white:e = { origin = "0 0 0" ;desc = "Small white flame ball" } light_fluoro:e = { origin = "0 0 0" ;desc = "light: makes steady fluoroscent humming" } light_fluorospark:e = { origin = "0 0 0" ;desc = "light: makes sparking, broken fluoroscent sound" } light_globe:e = { origin = "0 0 0" ;desc = "sphere globe light" } } Ambient sounds.qtxfolder = { ambient_drip:e = { origin = "0 0 0" ;desc = "Dripping sound" } ambient_drone:e = { origin = "0 0 0" ;desc = "engine/machinery sound" } ambient_comp_hum:e = { origin = "0 0 0" ;desc = "computer background sounds" } ambient_swamp1:e = { origin = "0 0 0" ;desc = "frogs croaking" } ambient_swamp2:e = { origin = "0 0 0" ;desc = "slightly different sounding frogs croaking" } ambient_flouro_buzz:e = { origin = "0 0 0" ;desc = "Buzzing sound" } ambient_light_buzz:e = { origin = "0 0 0" ;desc = "as above just with a lower volume" } ambient_suck_wind:e = { origin = "0 0 0" ;desc = "Wind sound" } ambient_thunder:e = { origin = "0 0 0" ;desc = "Thunder" } } Misc.qtxfolder = { air_bubbles:e = { origin = "0 0 0" ;desc = "Rising bubbles" } event_lightning:e = { origin = "0 0 0" ;desc = "Used to kill Chton: Shareware Boss" } info_intermission:e = { origin = "0 0 0" mangle = "0 0 0" ;desc = "Cameras position during intermissions" } info_null:e = { origin = "0 0 0" ;desc = "Used as a positional target for spotlights" } info_notnull:e = { origin = "0 0 0" ;desc = "Used as a positional target for Lightning" } info_teleport_destination:e = { origin = "0 0 0" ;desc = "gives coords for a teleport destination" targetname = "[auto]" angle = "360" } misc_fireball:e = { origin = "0 0 0" ;desc = "Small fireball (used with lava)" } misc_explobox:e = { origin = "0 0 0" ;desc = "Nuclear Container (Explodes upon being shoot, harms player)" } misc_explobox2:e = { origin = "0 0 0" ;desc = "small nuclear comtainer" } trap_spikeshooter:e = { origin = "0 0 0" angle = "360" ;desc = "Shoots spikes (Nails)" } path_corner:e = { origin = "0 0 0" ;desc = "Used to define path for func_train platforms" } misc_teleporttrain:e = { origin = "0 0 0" ;desc = "Used for the final boss" } trap_shooter:e = { origin = "0 0 0" angle = "360" ;desc = "Continuously fires spikes" } } Items.qtxfolder = { item_health:e = { origin = "0 0 0" ;desc = "Medkit" } item_health:e = { origin = "0 0 0" ;desc = "Megahealth (100%)" } item_artifact_envirosuit:e = { origin = "0 0 0" ;desc = "Enviromental protection suit" } item_artifact_super_damage:e = { origin = "0 0 0" ;desc = "Quad Damage" } item_artifact_invulnerability:e = { origin = "0 0 0" ;desc = "Pentagram of protection" } item_artifact_invisibility:e = { origin = "0 0 0" ;desc = "Ring of shadows" } item_armor1:e = { origin = "0 0 0" ;desc = "Green Armor" } item_armor2:e = { origin = "0 0 0" ;desc = "Yellow Armor" } item_armorInv:e = { origin = "0 0 0" ;desc = "Red Armor" } item_key1:e = { origin = "0 0 0" ;desc = "Silver Key" } item_key2:e = { origin = "0 0 0" ;desc = "Gold Key" } item_sigil:e = { origin = "0 0 0" ;desc = "Any Rune" } } Weapons & Ammo.qtxfolder = { weapon_supershotgun:e = { origin = "0 0 0" } weapon_nailgun:e = { origin = "0 0 0" } weapon_supernailgun:e = { origin = "0 0 0" } weapon_grenadelauncher:e = { origin = "0 0 0" } weapon_rocketlauncher:e = { origin = "0 0 0" } weapon_lightning:e = { origin = "0 0 0" ;desc = "Thunderbolt Cannon" } item_shells:e = { origin = "0 0 0" ;desc = "ammo for both Shotgun & SuperShotgun" } item_spikes:e = { origin = "0 0 0" ;desc = "ammo for both Perforator & Super Perforator" } item_rockets:e = { origin = "0 0 0" ;desc = "ammo for both Grenade/Rocket Launcher" } item_cells:e = { origin = "0 0 0" ;desc = "ammo for Thunder Bolt" } } Monsters.qtxfolder = { monster_army:e = { origin = "0 0 0" angle = "0" ;desc = "Grunt" } monster_dog:e = { origin = "0 0 0" angle = "0" ;desc = "Attack Dog" } monster_ogre:e = { origin = "0 0 0" angle = "0" ;desc = "Ogre" } monster_knight:e = { origin = "0 0 0" angle = "0" ;desc = "Knight" } monster_zombie:e = { origin = "0 0 0" angle = "0" ;desc = "Zombie" } monster_wizard:e = { origin = "0 0 0" angle = "0" ;desc = "Scragg (Wizard)" } monster_demon1:e = { origin = "0 0 0" angle = "0" ;desc = "Fiend (Demon)" } monster_shambler:e = { origin = "0 0 0" angle = "0" ;desc = "Shambler" } monster_boss:e = { origin = "0 0 0" angle = "0" ;desc = "Chton (Shareware Boss)" } monster_enforcer:e = { origin = "0 0 0" angle = "0" ;desc = "Medium Guard" } monster_fish:e = { origin = "0 0 0" angle = "0" ;desc = "Killer Fish" } monster_hell_knight:e = { origin = "0 0 0" angle = "0" ;desc = "Medium Knight" } monster_oldone:e = { origin = "0 0 0" angle = "0" ;desc = "" } monster_shalrath:e = { origin = "0 0 0" angle = "0" ;desc = "" } monster_tarbaby:e = { origin = "0 0 0" angle = "0" ;desc = "" } } Player Starts.qtxfolder = { info_player_start:e = { origin = "0 0 0" angle = "0" ;desc = "This is where the Player Starts" } info_player_deathmatch:e = { origin = "0 0 0" angle = "0" ;desc = "A deathmatch start (more than one allowed)" } info_player_coop:e = { origin = "0 0 0" angle = "0" ;desc = "A coop player start (more than one allowed)" } info_player_start2:e = { origin = "0 0 0" angle = "0" ;desc = "Only used on the start map for return point" } testplayerstart:e = { origin = "0 0 0" angle = "0" ;desc = "Used to temporarly change the info_player_start" } } } Entity forms.qctx = // here are the forms used to edit the Specifics of entities in the map. { // Doors & lifts func_door:form = { Help = "If two doors touch, they are assumed to be connected and operate as a unit." $0D $0D "TOGGLE causes the door to wait in both the start and end for a trigger event." $0D $0D "START_OPEN causes the door to to move to its destination when spawned, and operate in reverse." $0D "It is used to temporarly or permanently close off an area when triggered." $0D $0D "Key doors allways have 'wait' set to '-1'." spawnflags:= {Txt="&" Typ="X1" Cap="Start Open" Hint="causes the door to move to its destination when spawned." } spawnflags: = {Txt="&" Typ="X4" Cap="Door Don't Link" Hint="" } spawnflags: = {Txt="&" Typ="X8" Cap="Gold Key" Hint="You will need the Gold Key to open the door" } spawnflags: = {Txt="&" Typ="X16" Cap="Silver Key" Hint="You will need the Silver Key to open the door" } spawnflags: = {Txt="&" Typ="X32" Cap="Toggle" Hint="Causes the door to wait in both the start and end states for a trigger event" } targetname:= {Txt="&" Typ="E" Hint="if set, no touch field will be spawned and a remote button or trigger field activates the door." } message:= {Txt="&" Typ="E" Hint="Is printed when a door is touched, only if its a triggered door that hasn't been fired yet" } angle:= {Txt="&" Typ="E" Hint="Determines the opening direction" } health:= {Txt="&" Typ="E" Hint="If set, the door must be shot to open." } speed:= {Txt="&" Typ="E" Hint="Movement speed. (default 100)" } wait:= {Txt="&" Typ="E" Hint="How long the door waits before returning (3 Default, -1 never return)." } lip:= {Txt="&" Typ="E" Hint="Lip remaining after opening(8 Default)." } dmg:= {Txt="&" Typ="E" Hint="Damage to inflict on player when blocking the door (2 Default)." } sounds: = {Txt="&" Typ="C" Items="0) no sound" $0D "1) stone" $0D "2) base" $0D "3) stone metal" $0D "4) screechy metal" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" Hint="Sounds it makes while moving" } } func_door_secret:form = { Help = "Basic secret door, Slides back, then to the side." $0D $0D "If a secret door has a targetname, it will only be opened by it button or trigger, not by damage" spawnflags: = {Txt="&" Typ="X1" Cap="Open once" Hint="The door will not close again when it has been opened" } spawnflags: = {Txt="&" Typ="X2" Cap="1st left" Hint="1st move is left of arrow" } spawnflags: = {Txt="&" Typ="X4" Cap="1st down" Hint="1st move is down from arrow" } spawnflags: = {Txt="&" Typ="X8" Cap="No shot" Hint="Make's door only openable with trigger." } spawnflags: = {Txt="&" Typ="X16" Cap="Always shot" Hint="Even if targeted, its shootable" } targetname:= {Txt="&" Typ="E" Hint="if set, no touch field will be spawned and a remote button or trigger field activates the door." } angle:= {Txt="&" Typ="E" Hint="Determines the opening direction" } health:= {Txt="&" Typ="E" Hint="If set, the door must be shot to open." } speed:= {Txt="&" Typ="E" Hint="Movement speed. (default 100)" } wait:= {Txt="&" Typ="E" Hint="How long the door waits before returning (3 Default, -1 never return)." } lip:= {Txt="&" Typ="E" Hint="Lip remaining after opening(8 Default)." } dmg:= {Txt="&" Typ="E" Hint="Damage to inflict on player when blocking the door (2 Default)." } sounds: = {Txt="&" Typ="C" Items="1) medieval" $0D "2) metal" $0D "3) base" values= "1" $0D "2" $0D "3" } } func_wall:form = { Help = "This is just a solid wall if not inhibitted" $0D $0D "That can be made to appear in certain skills and modes" $0D $0D "And can be made to have switchable texture" targetname:= {Txt="&" Typ="E" hint="Used to trigger or kill a wall" } } func_button:form = { Help = "When a button is touched, it move some distance in the direction of it's angle, triggers all of its targets" $0D "waits some time then returns to it's original position where it can be triggered again." sounds: = {Txt="&" Typ="C" Items="0) steam metal" $0D "1) wooden clunk" $0D "2) metallic click" $0D "3) in-out" values= "0" $0D "1" $0D "2" $0D "3" } target: = {Txt="&" Typ="E" Hint="targetname of what should be triggered" } lip:= {Txt="&" Typ="E" Hint="How much the button will stick out when pressed(Default 4 pixels)" } speed:= {Txt="&" Typ="E" Hint="Speed of movement(Default 40)" } wait:= {Txt="&" Typ="E" Hint="How long before it can be pushed again (default 1 '-1 never return)" } health:= {Txt="&" Typ="E" Hint="If set to greater than zero must be shot to be triggered." } } func_train:form = { Help = "Trains are moving platforms that players can ride." $0D "The targets origin specifies the min point of the train at each corner." $0D "The train spawns at the first target it is positing at." $0D "if the train is the target of a button or trigger, it will not begin moving until triggered." sounds: = {Txt="&" Typ="C" Items="1) ratchet metal" values= "1" } target: = {Txt="&" Typ="E" Hint="" } targetname:= {Txt="&" Typ="E" Hint="Use if train is activated by trigger, note train will not start by player's presence" } speed:= {Txt="&" Typ="E" Hint="Default 100" } message:= {Txt="&" Typ="E" Hint="Message displayed when triggered" } dmg:= {Txt="&" Typ="E" Hint="Amount of damage inflicted when player gets in way of the train." } } func_plat:form = { Help = "Plats are always drawn in the extended position, so they will light correctly." $0D "if the plat is the target of a trigger or a button, it will start out disabled in the extended position until its triggered." $0D "when it will lower and become a normal plat." $0D $0D "If the 'height' key is set, that will determine the amount the plat moves, instead of being" $0D "implicitly determined by the models height." spawnflags: = {Txt="&" Typ="X1" Cap="Plat low trigger" Hint="" } sounds: = {Txt="&" Typ="C" Items="1) base fast" $0D "2) chain slow" values= "1" $0D "2" } height: = {Txt="&" Typ="E" Hint="How high it will rise. (Note plat is drawn extended)" } speed:= {Txt="&" Typ="E" Hint="Default 100" } } func_bossgate:form = { Help = "This bmodel disappears when player has all of the episode sigils" } func_episodegate:form = { Help = "This bmodel will appear if the episode has already been completed, so players can't reenter it." spawnflags: = {Txt="&" Typ="X1" Cap="E1" Hint="" } spawnflags: = {Txt="&" Typ="X2" Cap="E2" Hint="" } spawnflags: = {Txt="&" Typ="X4" Cap="E3" Hint="" } spawnflags: = {Txt="&" Typ="X8" Cap="E4" Hint="" } } func_illusionary:form = { Help = "A simple entity that looks solid but lets you walk through it" } //Triggers trigger_teleport:form = { Help = "Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set" $0D "the 'target' field, and create an object with a 'targetname' field that matches" $0D $0D "If the 'trigger_teleport' has a targetname, it will only teleport entities when it has been fired." spawnflags: = {Txt="&" Typ="X1" Cap="Player only" Hint="Only allows players to use teleport, not monsters" } spawnflags: = {Txt="&" Typ="X2" Cap="Silent" Hint="" } target: = {Txt="&" Typ="E" Hint="The name of the info_teleport_destination the player should be teleported to." } targetname:= {Txt="&" Typ="E" Hint="Allows teleport to be triggered on" } } trigger_changelevel:form = { Help = "When the player touches this, he gets sent to the map listed in the 'map' variable. Unless the NO_INTERMISSION" $0D "flag is set, the view will go to the inf_intermission spotand display stats." spawnflags: = {Txt="&" Typ="X1" Cap="No intermission" Hint="" } map:= {Txt="&" Typ="E" Hint="What map to change to." } } trigger_counter:form = { Help = "Acts as an intermediary for an action that takes multiple inputs." $0D $0D "If nomessage is not set, it will print '1more..' etc when triggered and 'sequence complete' when finished." $0D $0D "After the counter has been triggered 'count' times (default 2), it will fire all of its targets and remove itself." spawnflags: = {Txt="&" Typ="X1" Cap="No message" Hint="" } targetname: = {Txt="&" Typ="E" Hint="The name of this entity ex. 'Count1'" } target: = {Txt="&" Typ="E" Hint="The name of the entity/ies thats this one should trigger ex. 'tcount1'" } count: = {Txt="&" Typ="E" Hint="How many buttons/triggers should be activated before this will activate" } sounds: = {Txt="&" Typ="C" Items="1) secret sound" $0D "2) Beep Beep" $0D "3) Large Switch" $0D "4) No sound" values= "1" $0D "2" $0D "3" $0D "4" } } trigger_setskill:form = { Help = "Sets skill level to the value of 'message'" $0D $0D "Only used on start map" message: = {Txt="&" Typ="E" Hint="Skill level" } } trigger_once:form = { Help = "Variable sized trigger. Triggers once, then removes itself." $0D "You must set the key 'target' to the name of another object in the level that has a matching name" spawnflags:= {Txt="&" Typ="X1" Cap="No touch" Hint="Makes trigger only triggerable by other triggers" } sounds: = {Txt="&" Typ="C" Items="1) secret" $0D "2) beep beep" $0D "3) large switch" $0D "4)" values= "1" $0D "2" $0D "3" $0D "4" } target: = {Txt="&" typ="E" Hint="The 'targetname' of another object" } targetname:= {Txt="&" Typ="E" Hint="If 'health' is set, the trigger must be killed to activate." } killtarget:= {Txt="&" Typ="E" Hint="Removes object with targetname" } } trigger_multiple:form = { Help = "Variable sized repeatble trigger. Must be targeted at one or more entities." $0D "NOTOUCH has been obsoleted by trigger_relay." spawnflags:= {Txt="&" Typ="X1" Cap="No touch" Hint="" } sounds:= {Txt="&" Typ="C" Items="1) secret" $0D "2) beep beep" $0D "3) large switch" $0D "4)No sound" values= "1" $0D "2" $0D "3" $0D "4" } target:= {Txt="&" Typ="E" Hint="" } delay:= {Txt="&" Typ="E" Hint="How long it should wait before firing after it has been activated" } wait:= {Txt="&" Typ="E" Hint="How long there should go before it can be activated again(Default 2)" } message:= {Txt="&" Typ="E" Hint="Text to display when activated" } health:= {Txt="&" Typ="E" Hint="If 'health' is set, the trigger must be killed to activate each time." } } trigger_onlyregistered:form = { Help = "Only fires if playing the registered version, otherwise prints the 'message'" sounds: = {Txt="&" Typ="C" Items="" values="" } target: = {Txt="&" Typ="E" Hint="" } message: = {Txt="&" Typ="E" Hint="" } } trigger_secret:form = { Help = "secret counter trigger" sounds: = {Txt="&" Typ="C" Items="" values="" } message: = {Txt="&" Typ="E" Hint="" } } trigger_monsterjump:form = { Help = "Walking monsters that touch this will jump in the direction of the trigger's angle" speed: = {Txt="&" Typ="E" Hint="The speed thrown forward (default 200)" } height: = {Txt="&" Typ="E" Hint="The speed thrown upwards." } } trigger_hurt:form = { Help = "Any object touching this will be hurt" dmg: = {Txt="&" Typ="E" Hint="Set 'dmg' to damage amount (Default 5)" } } trigger_push:form = { Help = "Pushes the Player:" spawnflags: = {Txt="&" Typ="X1" Cap="Push Once" Hint="Pushes once only" } angle:= {Txt="&" Typ="E" Hint="Direction of push" } speed:= {Txt="&" Typ="E" Hint="How much force, Note player can only oppose a force of 12" } } trigger_relay:form = { Help = "This fixed size trigger can't be touched, it can only be fired by other events." sounds: = {Txt="&" Typ="C" Items="1) secret" $0D "2) beep beep" $0D "3) large switch" $0D "4)No sound" values= "1" $0D "2" $0D "3" $0D "4" } target: = {Txt="&" Typ="E" Hint="" } delay: = {Txt="&" Typ="E" Hint="How long it should wait before targeting trigger is activated" } message: = {Txt="&" Typ="E" Hint="Text to display when activated" } killtarget:= {Txt="&" Typ="E" Hint="Removes target object" } } //Lights light:form = { help = "Non-displayed light" $0D "Default light value is 300" $0D "If targeted it will toggle between on or off" $0D "If 'target' and 'angle' is set, the light is projected" $0D "In the directionof the target as a cone of the size" $0D "set by angle" style: = {Txt="&" Typ="C" Items="0)normal (default)" $0D "1)flicker (first variety)" $0D "2) slow strong pulse" $0D "3)candle (first variety)" $0D "4)fast strobe" $0D "5)gentle pulse" $0D "6)flicker (second variety)" $0D "7)candle (second variety)" $0D "8)candle (third variety)" $0D "9)slow strobe" $0D "10)flourescent flicker" $0D "11)slow pulse, not fading to black" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" $0D "5" $0D "6" $0D "7" $0D "8" $0D "9" $0D "10" $0D "11" } spawnflags: = {Txt="&" Typ="X1" Cap="Start Off" Hint="use a trigger to activate the light" } light: = {Txt="&" Typ="E" Hint="Light Value" } target:= {Txt="&" Typ="E" Hint="What light is pointed at" } angle:= {Txt="&" Typ="E" Hint="Angle of light beam" } } light_torch_small_walltorch:form = { Help = "Short WallTorch" $0D "Default light calue is 200" bbox='-10 -10 -20 10 10 20' mdl="progs/flame.mdl" style: = {Txt="&" Typ="C" Items="0)normal (default)" $0D "1)flicker (first variety)" $0D "2) slow strong pulse" $0D "3)candle (first variety)" $0D "4)fast strobe" $0D "5)gentle pulse" $0D "6)flicker (second variety)" $0D "7)candle (second variety)" $0D "8)candle (third variety)" $0D "9)slow strobe" $0D "10)flourescent flicker" $0D "11)slow pulse, not fading to black" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" $0D "5" $0D "6" $0D "7" $0D "8" $0D "9" $0D "10" $0D "11" } light: = {Txt="&" Hint="How much it should light up" } } light_flame_large_yellow:form = { Help = "Large yellow flame ball" bbox='-10 -10 -12 12 12 18' mdl="progs/flame2.mdl" style: = {Txt="&" Typ="C" Items="0)normal (default)" $0D "1)flicker (first variety)" $0D "2) slow strong pulse" $0D "3)candle (first variety)" $0D "4)fast strobe" $0D "5)gentle pulse" $0D "6)flicker (second variety)" $0D "7)candle (second variety)" $0D "8)candle (third variety)" $0D "9)slow strobe" $0D "10)flourescent flicker" $0D "11)slow pulse, not fading to black" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" $0D "5" $0D "6" $0D "7" $0D "8" $0D "9" $0D "10" $0D "11" } light: = {Txt="&" Typ="E" Hint="How much it should light up" } } light_flame_small_yellow:form = { Help = "Small yellow flame ball" bbox='-8 -8 -8 8 8 8' mdl="progs/flame2.mdl" style: = {Txt="&" Typ="C" Items="0)normal (default)" $0D "1)flicker (first variety)" $0D "2) slow strong pulse" $0D "3)candle (first variety)" $0D "4)fast strobe" $0D "5)gentle pulse" $0D "6)flicker (second variety)" $0D "7)candle (second variety)" $0D "8)candle (third variety)" $0D "9)slow strobe" $0D "10)flourescent flicker" $0D "11)slow pulse, not fading to black" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" $0D "5" $0D "6" $0D "7" $0D "8" $0D "9" $0D "10" $0D "11" } spawnflags: = {Txt="&" Typ="X1" Cap="Start Off" Hint="if set, it must be triggered to light up" } light: = {Txt="&" Typ="E" Hint="How much it should light up" } } light_flame_small_white:form = { Help = "Small white flame ball" bbox='-10 -10 -40 10 10 40' mdl="progs/flame2.mdl" style: = {Txt="&" Typ="C" Items="0)normal (default)" $0D "1)flicker (first variety)" $0D "2) slow strong pulse" $0D "3)candle (first variety)" $0D "4)fast strobe" $0D "5)gentle pulse" $0D "6)flicker (second variety)" $0D "7)candle (second variety)" $0D "8)candle (third variety)" $0D "9)slow strobe" $0D "10)flourescent flicker" $0D "11)slow pulse, not fading to black" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" $0D "5" $0D "6" $0D "7" $0D "8" $0D "9" $0D "10" $0D "11" } spawnflags: = {Txt="&" Typ="X1" Cap="Start Off" Hint="It must be triggered to light up" } light: = {Txt="&" Typ="E" Hint="How much it should light up" } } light_fluoro:form = { Help = "Non-Displayed light. Default light value is 300" $0D "If targeted, it will toggle between on or off" $0D "Makes steady fluorescent humming sound." bbox='-8 -8 -8 8 8 8' style: = {Txt="&" Typ="C" Items="0)normal (default)" $0D "1)flicker (first variety)" $0D "2) slow strong pulse" $0D "3)candle (first variety)" $0D "4)fast strobe" $0D "5)gentle pulse" $0D "6)flicker (second variety)" $0D "7)candle (second variety)" $0D "8)candle (third variety)" $0D "9)slow strobe" $0D "10)flourescent flicker" $0D "11)slow pulse, not fading to black" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" $0D "5" $0D "6" $0D "7" $0D "8" $0D "9" $0D "10" $0D "11" } spawnflags: = {Txt="&" Typ="X1" Cap="Start Off" Hint="It must be trigger to light up" } light: = {Txt="&" Typ="E" Hint="How much it should light up" } } light_fluorospark:form = { Help = "Non-Displayed light. Default is light is 300" $0D "Makes sparking, broken fluorescent sound." bbox='-8 -8 -8 8 8 8' style: = {Txt="&" Typ="C" Items="0)normal (default)" $0D "1)flicker (first variety)" $0D "2) slow strong pulse" $0D "3)candle (first variety)" $0D "4)fast strobe" $0D "5)gentle pulse" $0D "6)flicker (second variety)" $0D "7)candle (second variety)" $0D "8)candle (third variety)" $0D "9)slow strobe" $0D "10)flourescent flicker" $0D "11)slow pulse, not fading to black" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" $0D "5" $0D "6" $0D "7" $0D "8" $0D "9" $0D "10" $0D "11" } light: = {Txt="&" Typ="E" Hint="How much it should light up" } } light_globe:form = { Help = "Sphere globe light. Default is 300" bbox='-8 -8 -8 8 8 8' mdl="progs/s_light.spr" style: = {Txt="&" Typ="C" Items="0)normal (default)" $0D "1)flicker (first variety)" $0D "2) slow strong pulse" $0D "3)candle (first variety)" $0D "4)fast strobe" $0D "5)gentle pulse" $0D "6)flicker (second variety)" $0D "7)candle (second variety)" $0D "8)candle (third variety)" $0D "9)slow strobe" $0D "10)flourescent flicker" $0D "11)slow pulse, not fading to black" values= "0" $0D "1" $0D "2" $0D "3" $0D "4" $0D "5" $0D "6" $0D "7" $0D "8" $0D "9" $0D "10" $0D "11" } light: = {Txt="&" Typ="E" Hint="How much it should light up" } } // Ambient Sounds ambient_drip:form = { Help = "Dripping sound" bbox='-8 -8 -8 8 8 8' } ambient_drone:form = { Help = "Engine/Machinery sound" bbox='-8 -8 -8 8 8 8' } ambient_comp_hum:form = { Help = "Computer background sounds" bbox='-8 -8 -8 8 8 8' } ambient_swamp1:form = { Help = "Frogs Croaking" bbox='-8 -8 -8 8 8 8' } ambient_swamp2:form = { Help = "Slightly different soundin of Frogs Croaking" bbox='-8 -8 -8 8 8 8' } ambient_fluoro_buzz:form = { Help = "" bbox='-8 -8 -8 8 8 8' } ambient_light_buzz:form = { Help = "" bbox='-8 -8 -8 8 8 8' } ambient_suck_wind:form = { Help = "" bbox='-8 -8 -8 8 8 8' } ambient_thunder:form = { Help = "" bbox='-8 -8 -8 8 8 8' } //Misc air_bubbles:form = { Help = "Testing air bubbles." bbox='-8 -8 -8 8 8 8' mdl="progs/s_bubble.spr" } event_lightning:form = { Help = "Just for boss level" targetname: = {Txt="&" Hint="" } } info_intermission:form = { Help = "This is the camera point for the intermission." $0D "Use 'mangle' instead of angle, so you can set pitch or roll as well as yaw. 'pitch, roll, yaw'" mangle: = {Txt="&" Hint="Angles for the intermission" } } info_null:form = { Help = "Use for positional target for spotlights. etc." } info_notnull:form = { Help = "Use for positional target for 'event_lightning' entity." } info_teleport_destination:form = { Help = "This is the destination marker for a teleporter." $0D "It should have a 'targetname' field with the same value as a" $0D "teleporter's 'target' field" bbox='-8 -8 -8 8 8 32' targetname: = {Txt="&" Typ="E" Hint="name of a teleporters 'targetname'" } } misc_fireball:form = { Help = "This is the balls the jump up from the lava." speed: = {Txt="&" Typ="E" Hint="How high the Lava Balls should jump" } } misc_explobox:form = { Help = "Nuclear Container (explodes upon being shot, harms player)" bbox='0 0 0 32 32 64' mdl="maps/b_explob.bsp" } misc_explobox2:form = { Help = "Smaller exploding Box, (REGISTERED ONLY)" bbox='0 0 0 32 32 32' mdl="maps/b_exbox2.bsp" } trap_spikeshooter:form = { Help = "When triggered, fires a spike in the direcrtion set in QuakeEd." $0D "Laser is only for REGISTERED" bbox='-8 -8 -8 8 8 8' spawnflags: = {Txt="&" Typ="X1" Cap="superspike" Hint="" } spawnflags: = {Txt="&" Typ="X2" Cap="laser" Hint="" } targetname: = {Txt="&" Hint="" } wait:= {Txt="&" Typ="E" Hint="Time between shots" } } path_corner:form = { Help = "Monsters/Train will continue to moving towards the next target corner" bbox='-8 -8 -8 8 8 8' target: = {Txt="&" Hint="" } targetname: = {Txt="&" Hint="" } wait:= {Txt="&" Typ="E" Hint="How long Monster or Train will wait when reaching corner(-1 means stop)" } } misc_teleporttrain:form = { Help = "This is used for the final Boss" bbox='-8 -8 -8 8 8 8' } trap_shooter:form = { Help = "Continuously fires spikes." bbox='-8 -8 -8 8 8 8' spawnflags: = {Txt="&" Typ="X1" Cap="superspike" Hint="" } spawnflags: = {Txt="&" Typ="X2" Cap="laser" Hint="" } wait: = {Txt="&" Typ="E" Hint="Time between shots(Default 1)" } nextthink: = {Txt="&" Typ="E" Hint="Delay before firing first spike, sow multiple shooters can be stagered." } } //Items item_health:form = { Help = "Health box, normally gives 25 points." $0D "Rotten box heals 5-10 points" $0D "Megahealth will add 100 health, the rot you down" $0D "to your maximum health limmith, one point per second." bbox='0 0 0 32 32 56' mdl="maps/b_bh25.bsp" spawnflags: = {Txt="&" Typ="X1" Cap="rotten" Hint="" } spawnflags: = {Txt="&" Typ="X2" Cap="megahealth" Hint="" } } item_health:form = { Help = "Health box, normally gives 25 points." $0D "Rotten box heals 5-10 points" $0D "Megahealth will add 100 health, the rot you down" $0D "to your maximum health limmith, one point per second." spawnflags: = {Txt="&" Typ="X1" Cap="rotten" Hint="" } spawnflags: = {Txt="&" Typ="X2" Cap="megahealth" Hint="" } } item_artifact_envirosuit:form = { Help = "Player takes no damage from water or slime for 30 seconds" bbox='-16 -16 -24 16 16 32' mdl="progs/suit.mdl" } item_artifact_super_damage:form = { Help = "The next attack from the player will do x4 damage" bbox='-16 -16 -24 16 16 32' mdl="progs/quaddama.mdl" } item_artifact_invulnerability:form = { Help = "Player is invulnerable for 30 seconds" bbox='-16 -16 -24 16 16 32' mdl="progs/invulner.mdl" } item_artifact_invisibility:form = { Help = "Player is invisible for 30 seconds" bbox='-16 -16 -24 16 16 32' mdl="progs/invisbl.mdl" } item_armor1:form = { Help = "This is the Green Armor" bbox='-16 -16 0 16 16 32' mdl="progs/armor.mdl" } item_armor2:form = { Help = "This is the Yellow Armor" bbox='-16 -16 0 16 16 32' mdl="progs/armor.mdl" mdlskin='1' } item_armorInv:form = { Help = "This is the Red Armor" bbox='-16 -16 0 16 16 32' mdl="progs/armor.mdl" mdlskin='2' } item_key1:form = { Help = "SILVER KEY" $0D "in order for keys to work you must set your maps" $0D "worldtype to one of the following:" $0D "0) medieval" $0D "1) metal" $0D "3) base" bbox='-16 -16 -24 16 16 32' mdl="progs/w_s_key.mdl" } item_key2:form = { Help = "GOLD KEY" $0D "In order for keys to work you must set your maps" $0D "worldtype to one of the following:" $0D "0) medieval" $0D "1) metal" $0D "3) base" bbox='-16 -16 -24 16 16 32' mdl="progs/w_g_key.mdl" } item_sigil:form = { Help = "End of level sigil, pick up to end episode and return to jrstart." bbox='-16 -16 -24 16 16 32' mdl="progs/end1.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="E1" Hint="" } spawnflags: = {Txt="&" Typ="X2" Cap="E2" Hint="" } spawnflags: = {Txt="&" Typ="X4" Cap="E3" Hint="" } spawnflags: = {Txt="&" Typ="X8" Cap="E4" Hint="" } } //Weapons & ammo weapon_supershotgun:form = { Help = "Uses item_shells" bbox='-16 -16 0 16 16 32' mdl="progs/g_shot.mdl" } weapon_nailgun:form = { Help = "Uses item_spikes" bbox='-16 -16 0 16 16 32' mdl="progs/g_nail.mdl" } weapon_supernailgun:form = { Help = "Uses item_spikes" bbox='-16 -16 0 16 16 32' mdl="progs/g_nail2.mdl" } weapon_grenadelauncher:form = { Help = "Uses item_rockets" bbox='-16 -16 0 16 16 32' mdl="progs/g_rock.mdl" } weapon_rocketlauncher:form = { Help = "Uses item_rockets" bbox='-16 -16 0 16 16 32' mdl="progs/g_rock2.mdl" } weapon_lightning:form = { Help = "Uses item_cells" bbox='-16 -16 0 16 16 32' mdl="progs/g_light.mdl" } item_shells:form = { Help = "Ammo for weapon_supershotgun" bbox='0 0 0 32 32 56' mdl="maps/b_shell0.bsp" spawnflags: = {Txt="&" Typ="X1" Cap="big" Hint="Big Box of Shells" } } item_spikes:form = { Help = "Ammo for Nail & SuperNailGun" bbox='0 0 0 32 32 56' mdl="maps/b_nail0.bsp" spawnflags: = {Txt="&" Typ="X1" Cap="big" Hint="Big Box of Spikes" } } item_rockets:form = { Help = "Ammo for Grenade & RocketLauncher" bbox='0 0 0 32 32 56' mdl="maps/b_rock0.bsp" spawnflags: = {Txt="&" Typ="X1" Cap="big" Hint="Big Box of Rockets" } } item_cells:form = { Help = "Ammo for ThunderBolt" bbox='0 0 0 32 32 56' mdl="maps/b_batt0.bsp" } //Monsters monster_army:form = { Help = "This is the Grunt" bbox='-16 -16 -24 16 16 40' mdl="progs/soldier.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_dog:form = { Help = "This is the Attack Dog" bbox='-32 -32 -24 32 32 40' mdl="progs/dog.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_ogre:form = { help = "This is the ogre" bbox='-32 -32 -24 32 32 64' mdl="progs/ogre.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_knight:form = { Help = "This is the Knight" bbox='-16 -16 -24 16 16 40' mdl="progs/knight.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_zombie:form = { Help = "This is the Zombie" $0D "If crusified, stick the bounding box 12 pixels back into a wall to look right." bbox='-16 -16 -24 16 16 32' mdl="progs/zombie.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Crucified" Hint="" } spawnflags: = {Txt="&" Typ="X2" Cap="ambush" Hint="" } } monster_wizard:form = { Help = "This is the Scragg" bbox='-16 -16 -24 16 16 40' mdl="progs/wizard.mdl" Spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_demon1:form = { Help = "This is the Fiend" bbox='-32 -32 -24 32 32 64' mdl="progs/demon.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_shambler:form = { Help = "This is the Shambler" bbox='-32 -32 -24 32 32 64' mdl="progs/shambler.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_boss:form = { Help = "Cthon (Boss of Shareware version)" bbox='-128 -128 -24 128 128 256' mdl="progs/boss.mdl" targetname: = {Txt="&" Hint="" } } monster_enforcer:form = { Help = "This is the Enforcer" bbox='-16 -16 -24 16 16 40' mdl="progs/enforcer.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_fish:form = { Help = "This is a killer fish" bbox='-16 -16 -24 16 16 24' mdl="progs/fish.mdl" spawbflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_hell_knight:form = { Help = "This a stonger knight" bbox='-16 -16 -24 16 16 40' mdl="progs/hknight.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_oldone:form = { Help = " ??? " bbox='-16 -16 -24 16 16 32' mdl="progs/oldone.mdl" } monster_shalrath:form = { Help = " ??? " bbox='-32 -32 -24 32 32 48' mdl="progs/shalrath.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } monster_tarbaby:form = { Help = " ??? " bbox='-16 -16 -24 16 16 24' mdl="progs/tarbaby.mdl" spawnflags: = {Txt="&" Typ="X1" Cap="Ambush" Hint="" } } //Player Starts info_player_start:form = { Help = "The normal player start for a level" //HTML = "help\q1\playerstarts.html#info_player_start" bbox='-16 -16 -24 16 16 24' mdl="progs/player.mdl" } info_player_deathmatch:form = { Help = "Potential spawning positions for deathmatch games." bbox='-16 -16 -24 16 16 24' mdl="progs/player.mdl" mdlopacity='0.5' // half transparent } info_player_coop:form = { Help = "Potentioal spawning positions for CoOp games" bbox='-16 -16 -24 16 16 24' mdl="progs/player.mdl" } info_player_start2:form = { Help = "Only used on start map for the return point from an episode" bbox='-16 -16 -24 16 16 24' mdl="progs/player.mdl" } testplayerstart:form = { Help = "Used to temporarly change the 'info_player_start'" bbox='-16 -16 -24 16 16 24' mdl="progs/player.mdl" } } } walltex:incl= {tex="bricka2_2"} // Default texture for walls floortex:incl={tex="woodflr1_5"} // Default texture for floor ceiltex:incl= {tex="sky1"} // Default texture for ceiling (sky) NewMap:incl = // the map has all its data (there is a whole room to start with) { Game = "Quake 1" Root = "worldspawn:b" worldspawn:b = { Border walls:g = { East wall:p = { west:f = { v = '256 0 272 256 -128 272 256 0 400' walltex = ! } east:f = { v = '272 0 272 272 128 272 272 0 400' walltex = ! } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' walltex = ! } north:f = { v = '432 192 272 304 192 272 432 192 400' walltex = ! } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' walltex = ! } up:f = { v = '432 0 96 560 0 96 432 128 96' walltex = ! } } West wall:p = { west:f = { v = '-272 0 272 -272 -128 272 -272 0 400' walltex = ! } east:f = { v = '-256 0 272 -256 128 272 -256 0 400' walltex = ! } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' walltex = ! } north:f = { v = '432 192 272 304 192 272 432 192 400' walltex = ! } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' walltex = ! } up:f = { v = '432 0 96 560 0 96 432 128 96' walltex = ! } } North wall:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' walltex = ! } east:f = { v = '256 0 272 256 128 272 256 0 400' walltex = ! } south:f = { v = '432 192 272 560 192 272 432 192 400' walltex = ! } north:f = { v = '432 208 272 304 208 272 432 208 400' walltex = ! } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' walltex = ! } up:f = { v = '432 0 96 560 0 96 432 128 96' walltex = ! } } South wall:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' walltex = ! } east:f = { v = '256 0 272 256 128 272 256 0 400' walltex = ! } south:f = { v = '432 -208 272 560 -208 272 432 -208 400' walltex = ! } north:f = { v = '432 -192 272 304 -192 272 432 -192 400' walltex = ! } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' walltex = ! } up:f = { v = '432 0 96 560 0 96 432 128 96' walltex = ! } } Sky:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' ceiltex = ! } east:f = { v = '256 0 272 256 128 272 256 0 400' ceiltex = ! } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' ceiltex = ! } north:f = { v = '432 192 272 304 192 272 432 192 400' ceiltex = ! } down:f = { v = '432 0 96 560 0 96 432 -128 96' ceiltex = ! } up:f = { v = '432 0 112 560 0 112 432 128 112' ceiltex = ! } } Floor:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' floortex = ! } east:f = { v = '256 0 272 256 128 272 256 0 400' floortex = ! } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' floortex = ! } north:f = { v = '432 192 272 304 192 272 432 192 400' floortex = ! } down:f = { v = '432 0 -112 560 0 -112 432 -128 -112' floortex = ! } up:f = { v = '432 0 -96 560 0 -96 432 128 -96' floortex = ! } } } info_player_start:e = { origin = "-144 0 -72" angle = "360" } } } // // See file DataQ2.qrk for comments about new entities. // // // *** TEXTURES *** Thanks Kasper ! // Textures.qtx = // the textures ! { ToolBox = "Texture Browser..." Root = "id Software Textures.qtxfolder" id Software Textures.qtxfolder = { Base.wad = // ".wad" files ? Yes but it's only for the display { tech02_2.wl={s="id1" b="e2m1"} // ".wl" means texture link tech02_3.wl={s="id1" b="e4m1"} // it has these Specifics : tech02_5.wl={s="id1" b="e2m1"} // "s" for source path under the Quake directory tech02_6.wl={s="id1" b="e2m1"} // "b" for a source .bsp file that contains this texture tech02_7.wl={s="id1" b="e2m1"} // "n" is for texture name (if you have to assign another tech03_1.wl={s="id1" b="e3m1"} // name to the original texture, see window03*.wl) tech03_2.wl={s="id1" b="e3m1"} tech04_1.wl={s="id1" b="e1m1"} tech04_2.wl={s="id1" b="e1m1"} tech04_3.wl={s="id1" b="start"} tech04_4.wl={s="id1" b="e3m1"} tech04_5.wl={s="id1" b="e2m1"} tech04_6.wl={s="id1" b="dm3"} tech04_7.wl={s="id1" b="e2m1"} tech04_8.wl={s="id1" b="e2m1"} tech05_1.wl={s="id1" b="e2m1"} tech05_2.wl={s="id1" b="e2m1"} tech06_1.wl={s="id1" b="e2m1"} tech06_2.wl={s="id1" b="e2m1"} tech07_1.wl={s="id1" b="dm3"} tech07_2.wl={s="id1" b="e1m1"} tech08_1.wl={s="id1" b="start"} tech08_2.wl={s="id1" b="e3m1"} tech09_3.wl={s="id1" b="start"} tech09_4.wl={s="id1" b="e3m1"} tech10_3.wl={s="id1" b="e1m1"} tech11_1.wl={s="id1" b="e2m1"} tech11_2.wl={s="id1" b="start"} tech12_1.wl={s="id1" b="e2m1"} tech13_2.wl={s="id1" b="e4m1"} tech14_1.wl={s="id1" b="e4m1"} tech14_2.wl={s="id1" b="e4m1"} tlight08.wl={s="id1" b="start"} twall1_1.wl={s="id1" b="e1m1"} twall1_2.wl={s="id1" b="e1m1"} twall1_4.wl={s="id1" b="e4m1"} twall2_3.wl={s="id1" b="e1m1"} twall3_1.wl={s="id1" b="e1m1"} } Brick.wad = { bricka2_1.wl={s="id1" b="start"} bricka2_2.wl={s="id1" b="start"} bricka2_4.wl={s="id1" b="e4m3"} bricka2_6.wl={s="id1" b="dm1"} church1_2.wl={s="id1" b="start"} city1_4.wl={s="id1" b="start"} city2_1.wl={s="id1" b="e1m5"} city2_2.wl={s="id1" b="e4m4"} city2_3.wl={s="id1" b="e4m8"} city2_5.wl={s="id1" b="e2m3"} city2_6.wl={s="id1" b="e4m3"} city2_7.wl={s="id1" b="e1m5"} city2_8.wl={s="id1" b="e1m5"} city4_1.wl={s="id1" b="dm5"} city4_2.wl={s="id1" b="e2m3"} city4_5.wl={s="id1" b="e2m3"} city4_6.wl={s="id1" b="start"} city4_7.wl={s="id1" b="start"} city4_8.wl={s="id1" b="e2m7"} city5_1.wl={s="id1" b="e1m5"} city5_2.wl={s="id1" b="e4m3"} city5_8.wl={s="id1" b="e1m5"} city6_7.wl={s="id1" b="e4m3"} city6_8.wl={s="id1" b="e2m3"} city8_2.wl={s="id1" b="e2m7"} ground1_8.wl={s="id1" b="e2m7"} rock1_2.wl={s="id1" b="e1m4"} rock3_2.wl={s="id1" b="e2m7"} rock3_7.wl={s="id1" b="e2m2"} rock3_8.wl={s="id1" b="e2m3"} rock3_8*.wl={s="id1" b="end" n="rock3_8"} // alternate texture rock4_1.wl={s="id1" b="start"} rock4_2.wl={s="id1" b="e1m5"} rock5_2.wl={s="id1" b="end"} stone1_3.wl={s="id1" b="e1m2"} stone1_5.wl={s="id1" b="e4m3"} wall11_2.wl={s="id1" b="e2m4"} wall11_6.wl={s="id1" b="e2m7"} wall14_5.wl={s="id1" b="e2m2"} wall3_4.wl={s="id1" b="e4m6"} wall5_4.wl={s="id1" b="e4m8"} wbrick1_4.wl={s="id1" b="e2m6"} wbrick1_5.wl={s="id1" b="start"} wgrass1_1.wl={s="id1" b="e2m2"} wgrnd1_8.wl={s="id1" b="e2m6"} wiz1_4.wl={s="id1" b="start"} wswamp1_4.wl={s="id1" b="e1m3"} wswamp2_1.wl={s="id1" b="e1m2"} wswamp2_2.wl={s="id1" b="e1m2"} wwall1_1.wl={s="id1" b="e2m7"} } Crate.wad = { +0_box_side.wl={s="id1" b="b_explob"} +0_box_top.wl={s="id1" b="b_exbox2"} +0_med100.wl={s="id1" b="b_bh100"} +0_med25.wl={s="id1" b="b_bh25"} +0_med25s.wl={s="id1" b="b_bh25"} +1_box_side.wl={s="id1" b="b_explob"} +1_box_top.wl={s="id1" b="b_exbox2"} +1_med100.wl={s="id1" b="b_bh100"} +1_med25.wl={s="id1" b="b_bh25"} +1_med25s.wl={s="id1" b="b_bh25"} +2_med100.wl={s="id1" b="b_bh100"} +2_med25.wl={s="id1" b="b_bh25"} +3_med100.wl={s="id1" b="b_bh100"} +3_med25.wl={s="id1" b="b_bh25"} batt0sid.wl={s="id1" b="b_batt1"} batt0top.wl={s="id1" b="b_batt0"} batt1sid.wl={s="id1" b="b_batt0"} batt1top.wl={s="id1" b="b_batt1"} crate0_side.wl={s="id1" b="e1m1"} crate0_top.wl={s="id1" b="e1m1"} crate1_side.wl={s="id1" b="e1m2"} crate1_top.wl={s="id1" b="e1m2"} med100.wl={s="id1" b="b_bh100"} med3_0.wl={s="id1" b="b_bh10"} med3_1.wl={s="id1" b="b_bh10"} nail0sid.wl={s="id1" b="b_nail0"} nail0top.wl={s="id1" b="b_nail0"} nail1sid.wl={s="id1" b="b_nail1"} nail1top.wl={s="id1" b="b_nail1"} rock0sid.wl={s="id1" b="b_rock0"} rock1sid.wl={s="id1" b="b_rock1"} rockettop.wl={s="id1" b="b_batt0"} shot0sid.wl={s="id1" b="b_shell0"} shot0top.wl={s="id1" b="b_shell0"} shot1sid.wl={s="id1" b="b_shell1"} shot1top.wl={s="id1" b="b_shell1"} } Door.wad = { *teleport.wl={s="id1" b="start"} adoor01_2.wl={s="id1" b="e1m5"} adoor02_2.wl={s="id1" b="e1m5"} adoor03_2.wl={s="id1" b="e2m3"} adoor03_3.wl={s="id1" b="e1m5"} adoor03_4.wl={s="id1" b="e4m2"} adoor03_5.wl={s="id1" b="e2m3"} adoor03_6.wl={s="id1" b="e1m5"} adoor09_1.wl={s="id1" b="e4m7"} adoor09_2.wl={s="id1" b="e1m2"} arch7.wl={s="id1" b="e4m2"} carch02.wl={s="id1" b="e4m4"} carch04_1.wl={s="id1" b="e4m3"} carch04_2.wl={s="id1" b="e1m5"} church7.wl={s="id1" b="e4m2"} door01_2.wl={s="id1" b="e1m4"} door02_1.wl={s="id1" b="e1m1"} door02_2.wl={s="id1" b="e1m4"} door02_3.wl={s="id1" b="e3m1"} door02_7.wl={s="id1" b="e4m1"} door03_2.wl={s="id1" b="e1m4"} door03_3.wl={s="id1" b="e2m2"} door03_4.wl={s="id1" b="e2m6"} door03_5.wl={s="id1" b="e2m2"} door04_1.wl={s="id1" b="e1m2"} door04_2.wl={s="id1" b="start"} door05_2.wl={s="id1" b="e1m3"} door05_3.wl={s="id1" b="e1m2"} dr01_1.wl={s="id1" b="e3m4"} dr01_2.wl={s="id1" b="e3m2"} dr02_1.wl={s="id1" b="e1m6"} dr02_2.wl={s="id1" b="e3m2"} dr03_1.wl={s="id1" b="e3m7"} dr05_2.wl={s="id1" b="e3m6"} dr07_1.wl={s="id1" b="e1m6"} edoor01_1.wl={s="id1" b="e1m1"} enter01.wl={s="id1" b="e1m5"} exit01.wl={s="id1" b="e2m3"} warch05.wl={s="id1" b="e2m5"} wenter01.wl={s="id1" b="e1m2"} wexit01.wl={s="id1" b="e2m2"} } Electric.wad = { +0slip.wl={s="id1" b="start"} +1slip.wl={s="id1" b="start"} +2slip.wl={s="id1" b="start"} +3slip.wl={s="id1" b="start"} +4slip.wl={s="id1" b="start"} +5slip.wl={s="id1" b="start"} +6slip.wl={s="id1" b="start"} comp1_1.wl={s="id1" b="e1m1"} comp1_2.wl={s="id1" b="e1m1"} comp1_3.wl={s="id1" b="e1m1"} comp1_4.wl={s="id1" b="e1m1"} comp1_5.wl={s="id1" b="e1m1"} comp1_6.wl={s="id1" b="e1m1"} comp1_7.wl={s="id1" b="dm3"} comp1_8.wl={s="id1" b="e2m1"} plat_side1.wl={s="id1" b="e1m1"} plat_stem.wl={s="id1" b="e1m1"} plat_top1.wl={s="id1" b="e1m1"} sfloor4_5.wl={s="id1" b="start"} sfloor4_7.wl={s="id1" b="e4m1"} sfloor4_8.wl={s="id1" b="dm3"} slip1.wl={s="id1" b="start"} slip2.wl={s="id1" b="e3m1"} sliplite.wl={s="id1" b="start"} slipside.wl={s="id1" b="start"} tech01_1.wl={s="id1" b="start"} tech01_2.wl={s="id1" b="dm3"} tech01_3.wl={s="id1" b="e4m1"} tech01_5.wl={s="id1" b="e2m1"} tech01_6.wl={s="id1" b="start"} tech01_7.wl={s="id1" b="e1m1"} tech01_9.wl={s="id1" b="e1m1"} tech02_1.wl={s="id1" b="e4m1"} tele_top.wl={s="id1" b="e4m1"} twall2_1.wl={s="id1" b="e1m1"} twall2_2.wl={s="id1" b="e1m1"} twall2_5.wl={s="id1" b="e1m1"} twall2_6.wl={s="id1" b="e1m1"} twall5_1.wl={s="id1" b="e1m1"} twall5_2.wl={s="id1" b="e4m1"} twall5_3.wl={s="id1" b="e1m1"} } Enviroment.wad = { *04awater1.wl={s="id1" b="e2m3"} *04mwat1.wl={s="id1" b="e3m5"} *04mwat2.wl={s="id1" b="e3m3"} *04water1.wl={s="id1" b="e1m2"} *04water2.wl={s="id1" b="e1m5"} *lava1.wl={s="id1" b="start"} *slime.wl={s="id1" b="e1m4"} *slime0.wl={s="id1" b="e1m1"} *slime1.wl={S="ID1" b="e4m7"} *water0.wl={s="id1" b="e1m1"} *water1.wl={s="id1" b="e2m1"} *water2.wl={s="id1" b="start"} sky1.wl={s="id1" b="start"} sky4.wl={s="id1" b="e1m1"} } Floor.wad = { afloor1_3.wl={s="id1" b="dm5"} afloor1_4.wl={s="id1" b="dm5"} afloor1_8.wl={s="id1" b="dm5"} afloor3_1.wl={s="id1" b="e1m5"} azfloor1_1.wl={s="id1" b="e2m3"} elwall2_4.wl={s="id1" b="e3m6"} floor01_5.wl={s="id1" b="e2m5"} metal5_2*.wl={s="id1" b="e1m7" n="metal5_2"} metal5_4*.wl={s="id1" b="start" n="metal5_4"} sfloor1_2.wl={s="id1" b="e3m1"} sfloor4_1.wl={s="id1" b="e2m1"} sfloor4_2.wl={s="id1" b="start"} sfloor4_6.wl={s="id1" b="e4m1"} wall9_8.wl={s="id1" b="start"} woodflr1_5.wl={s="id1" b="e4m5"} } Grim.wad = { altar1_1.wl={s="id1" b="e4m5"} altar1_3.wl={s="id1" b="e1m2"} altar1_4.wl={s="id1" b="e4m6"} altar1_6.wl={s="id1" b="e1m2"} altar1_7.wl={s="id1" b="e1m2"} altar1_8.wl={s="id1" b="e4m6"} altarb_1.wl={s="id1" b="e2m6"} altarb_2.wl={s="id1" b="e1m3"} altarc_1.wl={s="id1" b="e2m6"} bodiesa2_1.wl={s="id1" b="dm1"} bodiesa2_4.wl={s="id1" b="dm1"} bodiesa3_1.wl={s="id1" b="dm1"} bodiesa3_2.wl={s="id1" b="dm1"} bodiesa3_3.wl={s="id1" b="dm1"} dem4_1.wl={s="id1" b="start"} dem4_4.wl={s="id1" b="e1m6"} dem5_3.wl={s="id1" b="e1m2"} demc4_4.wl={s="id1" b="e2m3"} dung01_1.wl={s="id1" b="e4m7"} dung02_5.wl={s="id1" b="dm1"} grave02_1.wl={s="id1" b="e4m3"} grave02_2.wl={s="id1" b="e4m3"} grave02_3.wl={s="id1" b="e4m3"} grave02_4.wl={s="id1" b="e4m3"} grave02_5.wl={s="id1" b="e4m3"} grave02_6.wl={s="id1" b="e4m3"} grave02_7.wl={s="id1" b="e4m3"} met5_3.wl={s="id1" b="dm2"} metalt1_2.wl={s="id1" b="e3m2"} metalt1_7.wl={s="id1" b="e3m3"} metalt2_8.wl={s="id1" b="e1m6"} muh_bad.wl={s="id1" b="e1m8"} } Light.wad = { +0light01.wl={s="id1" b="start"} +1light01.wl={s="id1" b="start"} +2light01.wl={s="id1" b="start"} ceil1_1.wl={s="id1" b="e2m1"} light1_1.wl={s="id1" b="e4m4"} light1_2.wl={s="id1" b="e2m7"} light1_3.wl={s="id1" b="e3m5"} light1_4.wl={s="id1" b="e1m6"} light1_5.wl={s="id1" b="e1m6"} light1_7.wl={s="id1" b="e1m6"} light1_8.wl={s="id1" b="e3m4"} light3_3.wl={s="id1" b="e3m2"} light3_5.wl={s="id1" b="e3m3"} light3_6.wl={s="id1" b="e1m8"} light3_7.wl={s="id1" b="e1m8"} light3_8.wl={s="id1" b="e1m8"} metal5_8*.wl={s="id1" b="dm4" n="metal5_8"} sfloor4_4.wl={s="id1" b="e3m1"} tlight01_2.wl={s="id1" b="e2m1"} tlight01.wl={s="id1" b="e1m1"} tlight02.wl={s="id1" b="start"} tlight03.wl={s="id1" b="e2m1"} tlight05.wl={s="id1" b="e4m1"} tlight07.wl={s="id1" b="start"} tlight09.wl={s="id1" b="e4m1"} tlight10.wl={s="id1" b="e1m1"} tlight11.wl={s="id1" b="e1m1"} } Metal.wad = { cop1_1.wl={s="id1" b="start"} cop1_2.wl={s="id1" b="e1m6"} cop1_8.wl={s="id1" b="e1m7"} cop2_2.wl={s="id1" b="e3m2"} cop2_3.wl={s="id1" b="e1m7"} cop2_4.wl={s="id1" b="e1m5"} cop2_5.wl={s="id1" b="e2m7"} cop2_6.wl={s="id1" b="e1m6"} cop3_2.wl={s="id1" b="e2m3"} ecop1_1.wl={s="id1" b="e1m1"} ecop1_8.wl={s="id1" b="e4m1"} emetal1_3.wl={s="id1" b="e2m1"} lgmetal.wl={s="id1" b="e1m8"} lgmetal2.wl={s="id1" b="e3m7"} lgmetal3.wl={s="id1" b="e1m7"} lgmetal4.wl={s="id1" b="e3m5"} m5_3.wl={s="id1" b="start"} m5_5.wl={s="id1" b="start"} m5_8.wl={s="id1" b="start"} met5_1.wl={s="id1" b="start"} met5_2.wl={s="id1" b="e1m6"} metal1_1.wl={s="id1" b="e1m8"} metal1_2.wl={s="id1" B="e1m6"} metal1_3.wl={s="id1" b="e1m6"} metal1_4.wl={s="id1" b="start"} metal1_5.wl={s="id1" b="e4m7"} metal1_6.wl={s="id1" b="e2m3"} metal1_7.wl={s="id1" b="e1m5"} metal2_1.wl={s="id1" b="e2m3"} metal2_2.wl={s="id1" b="e1m5"} metal2_3.wl={s="id1" b="e3m3"} metal2_4.wl={s="id1" b="e1m5"} metal2_5.wl={s="id1" b="e1m6"} metal2_6.wl={s="id1" b="e1m6"} metal2_7.wl={s="id1" b="e2m3"} metal2_8.wl={s="id1" b="e2m3"} metal3_2.wl={s="id1" b="e3m6"} metal4_2.wl={s="id1" b="e1m6"} metal4_3.wl={s="id1" b="e1m6"} metal4_4.wl={s="id1" b="e1m5"} metal4_5.wl={s="id1" b="e1m6"} metal4_6.wl={s="id1" b="e1m7"} metal4_7.wl={s="id1" b="e2m7"} metal4_8.wl={s="id1" b="e3m3"} metal5_1.wl={s="id1" b="start"} metal5_2.wl={s="id1" b="e2m5"} metal5_4.wl={s="id1" b="e4m6"} metal5_5.wl={s="id1" b="e2m5"} metal5_8.wl={s="id1" b="e2m5"} metalt1_1.wl={s="id1" b="start"} metalt2_1.wl={s="id1" b="e1m6"} metalt2_2.wl={s="id1" b="e1m8"} metalt2_3.wl={s="id1" b="e1m6"} metalt2_4.wl={s="id1" b="e3m7"} metalt2_5.wl={s="id1" b="e1m6"} metalt2_6.wl={s="id1" b="e1m6"} metalt2_7.wl={s="id1" b="e3m2"} metflor2_1.wl={s="id1" b="e3m6"} mmetal1_1.wl={s="id1" b="e1m5"} mmetal1_2.wl={s="id1" b="e1m6"} mmetal1_3.wl={s="id1" b="e3m4"} mmetal1_5.wl={s="id1" b="e1m6"} mmetal1_6.wl={s="id1" b="dm2"} mmetal1_7.wl={s="id1" b="e1m6"} mmetal1_8.wl={s="id1" b="e1m6"} nmetal2_1.wl={s="id1" b="e1m6"} nmetal2_6.wl={s="id1" b="e1m6"} slipbotsd.wl={s="id1" b="start"} sliptopsd.wl={s="id1" b="start"} wizmet1_2.wl={s="id1" b="start"} wizmet1_3.wl={s="id1" b="start"} wizmet1_5.wl={s="id1" b="e2m7"} wmet1_1.wl={s="id1" b="e4m5"} wmet2_1.wl={S="id1" b="e1m2"} wmet2_2.wl={s="id1" b="e2m4"} wmet2_3.wl={s="id1" b="e1m4"} wmet2_4.wl={s="id1" b="e2m7"} wmet2_6.wl={s="id1" b="e2m5"} wmet3_1.wl={s="id1" b="start"} wmet3_3.wl={s="id1" B="e3m6"} wmet3_4.wl={s="id1" b="e3m6"} wmet4_2.wl={s="id1" b="e4m5"} wmet4_3.wl={s="id1" b="e1m2"} wmet4_4.wl={s="id1" b="start"} wmet4_5.wl={s="id1" b="e1m2"} wmet4_6.wl={s="id1" b="e1m3"} wmet4_7.wl={s="id1" b="e1m3"} wmet4_8.wl={s="id1" b="e1m3"} } Paving.wad = { +0slipbot.wl={s="id1" b="start"} +0sliptop.wl={s="id1" b="start"} city6_3.wl={s="id1" b="e4m3"} city6_4.wl={s="id1" b="e1m5"} cop1_3.wl={s="id1" b="e1m8"} cop1_4.wl={s="id1" b="e2m3"} cop1_5.wl={s="id1" b="e1m5"} cop1_6.wl={s="id1" b="start"} cop1_7.wl={s="id1" b="e1m6"} cop2_1.wl={s="id1" b="e2m3"} cop3_1.wl={s="id1" b="e1m5"} cop4_3.wl={s="id1" b="e1m6"} cop4_5.wl={s="id1" b="e3m7"} ecop1_4.wl={s="id1" b="e1m1"} ecop1_6.wl={s="id1" b="e1m1"} ecop1_7.wl={s="id1" b="e2m1"} key01_3.wl={s="id1" b="e1m1"} key03_3.wl={s="id1" b="e1m6"} plat_top1*.wl={s="id1" b="e1m5" n="plat_top1"} plat_top2.wl={s="id1" b="e1m3"} tech10_1.wl={s="id1" b="start"} wall16_7.wl={s="id1" b="e1m3"} wall9_3.wl={s="id1" b="e2m5"} wiz1_1.wl={s="id1" b="e1m2"} wizmet1_1.wl={s="id1" b="start"} wizmet1_4.wl={s="id1" b="e2m6"} wizmet1_6.wl={s="id1" b="e2m2"} wizmet1_7.wl={s="id1" b="e1m2"} wizmet1_8.wl={s="id1" b="start"} wkey02_3.wl={s="id1" b="e2m5"} } Rune.wad = { arrow_m.wl={s="id1" b="e1m4"} cop3_4.wl={s="id1" b="start"} metal5_3.wl={s="id1" b="start"} metal6_1.wl={s="id1" b="e1m6"} metal6_2.wl={s="id1" b="e1m6"} metal6_3.wl={s="id1" b="e1m4"} metal6_4.wl={s="id1" b="start"} rune_a.wl={s="id1" b="e1m6"} rune1_1.wl={s="id1" b="dm2"} rune1_4.wl={s="id1" b="e3m2"} rune1_5.wl={s="id1" b="dm2"} rune1_6.wl={s="id1" b="e1m6"} rune1_7.wl={s="id1" b="e1m6"} rune2_1.wl={s="id1" b="e1m6"} rune2_2.wl={s="id1" b="e1m6"} rune2_3.wl={s="id1" b="start"} rune2_4.wl={s="id1" b="e1m6"} rune2_5.wl={s="id1" b="e3m2"} switch_1.wl={s="id1" b="start"} } Switch.wad = { +0basebtn.wl={s="id1" b="e1m1"} +0butn.wl={s="id1" b="e1m6"} +0butnn.wl={s="id1" b="e1m6"} +0button.wl={s="id1" b="e1m2"} +0floorsw.wl={s="id1" b="e1m2"} +0mtlsw.wl={s="id1" b="e2m6"} +0planet.wl={s="id1" b="e1m1"} +0shoot.wl={s="id1" b="e1m2"} +1basebtn.wl={s="id1" b="e1m1"} +1butn.wl={s="id1" b="e1m6"} +1butnn.wl={s="id1" b="e1m6"} +1button.wl={s="id1" b="e1m2"} +1floorsw.wl={s="id1" b="e1m2"} +1mtlsw.wl={s="id1" b="e2m6"} +1planet.wl={s="id1" b="e1m1"} +1shoot.wl={s="id1" b="e1m2"} +2butn.wl={s="id1" b="e1m6"} +2butnn.wl={s="id1" b="e1m6"} +2button.wl={s="id1" b="e1m2"} +2floorsw.wl={s="id1" b="e1m2"} +2mtlsw.wl={s="id1" b="e2m6"} +2planet.wl={s="id1" b="e1m1"} +2shoot.wl={s="id1" b="e1m2"} +3butn.wl={s="id1" b="e1m6"} +3butnn.wl={s="id1" b="e1m6"} +3button.wl={s="id1" b="e1m2"} +3floorsw.wl={s="id1" b="e1m2"} +3mtlsw.wl={s="id1" b="e2m6"} +3planet.wl={s="id1" b="e1m1"} +3shoot.wl={s="id1" b="e1m2"} +abasebtn.wl={s="id1" b="e1m1"} +abutn.wl={s="id1" b="e1m6"} +abutnn.wl={s="id1" b="e1m6"} +abutton.wl={s="id1" b="e1m2"} +afloorsw.wl={s="id1" b="e1m2"} +amtlsw.wl={s="id1" b="e2m6"} +ashoot.wl={s="id1" b="e1m2"} azswitch3.wl={s="id1" b="e4m2"} basebutn3.wl={s="id1" b="e1m1"} key01_1.wl={s="id1" b="e2m1"} key01_2.wl={s="id1" b="e2m1"} key02_1.wl={s="id1" b="e1m5"} key02_2.wl={s="id1" b="e1m5"} key03_1.wl={s="id1" b="e1m8"} key03_2.wl={s="id1" b="e1m6"} mswtch_2.wl={s="id1" b="e3m2"} mswtch_3.wl={s="id1" b="e1m6"} mswtch_4.wl={s="id1" b="e1m6"} swtch1_1.wl={s="id1" b="e1m4"} wkey02_1.wl={s="id1" b="e1m3"} wkey02_2.wl={s="id1" b="e1m2"} wswitch1.wl={s="id1" b="e3m4"} z_exit.wl={s="id1" b="start"} } Walls.wad = { azwall1_5.wl={s="id1" b="e2m3"} ceiling1_3.wl={s="id1" b="start"} ceiling5.wl={s="id1" b="e4m4"} city3_2.wl={s="id1" b="e4m3"} city3_4.wl={s="id1" b="e2m3"} city5_3.wl={s="id1" b="e1m5"} city5_4.wl={s="id1" b="e1m5"} city5_6.wl={s="id1" b="e1m5"} city5_7.wl={s="id1" b="e1m5"} citya1_1.wl={s="id1" b="e1m5"} column01_3.wl={s="id1" b="e4m5"} column01_4.wl={s="id1" b="e2m5"} column1_2.wl={s="id1" b="e1m5"} column1_4.wl={s="id1" b="e4m7"} column1_5.wl={s="id1" b="e1m5"} elwall1_1.wl={s="id1" b="e1m6"} exit02_2.wl={s="id1" b="e1m2"} exit02_3.wl={s="id1" b="e2m2"} grave01_1.wl={s="id1" b="e4m3"} grave01_3.wl={s="id1" b="e4m3"} grave03_1.wl={s="id1" b="e4m3"} grave03_2.wl={s="id1" b="e2m6"} grave03_3.wl={s="id1" b="e4m3"} grave03_4.wl={s="id1" b="e4m3"} grave03_5.wl={s="id1" b="e4m3"} grave03_6.wl={s="id1" b="e4m3"} grave03_7.wl={s="id1" b="e4m3"} ground1_1.wl={s="id1" b="e3m1"} ground1_2.wl={s="id1" b="e1m1"} ground1_5.wl={s="id1" b="e2m1"} ground1_6.wl={s="id1" b="e1m1"} ground1_7.wl={s="id1" b="dm3"} sfloor3_2.wl={s="id1" b="dm3"} stone1_7.wl={s="id1" b="e2m4"} unwall1_8.wl={s="id1" b="e2m3"} uwall1_2.wl={s="id1" b="e1m1"} uwall1_3.wl={s="id1" b="e4m8"} uwall1_4.wl={s="id1" b="e4m3"} vine1_2.wl={s="id1" b="e1m4"} wall14_6.wl={s="id1" b="e2m7"} wceiling5.wl={s="id1" b="e2m2"} wgrnd1_5.wl={s="id1" b="e1m3"} wgrnd1_6.wl={s="id1" b="e1m4"} wswamp1_2.wl={s="id1" b="e1m2"} } Windows.wad = { carch03.wl={s="id1" b="e1m5"} ceiling4.wl={s="id1" b="e4m7"} wceiling4.wl={s="id1" b="e2m5"} window01_1.wl={s="id1" b="e2m5"} window01_2.wl={s="id1" b="e2m2"} window01_3.wl={s="id1" b="e2m2"} window01_4.wl={s="id1" b="e4m6"} window02_1.wl={s="id1" b="start"} window03.wl={s="id1" b="e1m2"} window03*.wl={s="id1" b="e4m2" n="window03"} // alternate texture window1_2.wl={s="id1" b="e4m3"} window1_3.wl={s="id1" b="e1m5"} window1_4.wl={s="id1" b="e4m8"} wizwin1_2.wl={s="id1" b="e2m2"} wizwin1_8.wl={s="id1" b="e2m5"} } Wood.wad = { az1_6.wl={s="id1" b="e2m3"} azwall3_1.wl={s="id1" b="e4m3"} azwall3_2.wl={s="id1" b="e4m3"} city1_7.wl={s="id1" b="e4m3"} dung01_2.wl={s="id1" b="dm1"} dung01_3.wl={s="id1" b="e4m8"} dung01_4.wl={s="id1" b="dm1"} dung01_5.wl={s="id1" b="e2m4"} dung02_1.wl={s="id1" b="dm1"} metal5_6.wl={s="id1" b="e1m2"} wizwood1_2.wl={s="id1" b="e2m6"} wizwood1_3.wl={s="id1" b="start"} wizwood1_4.wl={s="id1" b="e1m2"} wizwood1_5.wl={s="id1" b="start"} wizwood1_6.wl={s="id1" b="e2m4"} wizwood1_7.wl={s="id1" b="e1m3"} wizwood1_8.wl={s="id1" b="start"} wood1_1.wl={s="id1" b="start"} wood1_5.wl={s="id1" b="e4m4"} wood1_7.wl={s="id1" b="e4m2"} wood1_8.wl={s="id1" b="e2m3"} woodflr1_2.wl={s="id1" b="e1m5"} woodflr1_4.wl={s="id1" b="e1m2"} wwood1_5.wl={s="id1" b="e2m2"} wwood1_7.wl={s="id1" b="e2m2"} } Extra.wad = { black.wl={s="id1" b="e1m2"} clip.wl={s="id1" b="start"} dopeback.wl={s="id1" b="e2m3"} dopefish.wl={s="id1" b="e2m3"} quake.wl={s="id1" b="start"} raven.wl={s="id1" b="e2m7"} skill0.wl={s="id1" b="start"} skill1.wl={s="id1" b="start"} skill2.wl={s="id1" b="start"} skill3.wl={s="id1" b="start"} trigger.wl={s="id1" b="start"} } } } }