MainCfg

# Hangout Maps

Freeslot
sfx_gvdor1
sfx_gvdor2
sfx_gvbd
sfx_rrsel
sfx_stlbr
sfx_stdd1
sfx_stdd2
sfx_rrmove
sfx_blimpc
sfx_radend
sfx_radcli
sfx_nodoll
sfx_elfall
sfx_elcras
sfx_stlaug
MT_GVZ_VILE
MT_STLAMP
MT_STUPID_FANG_RECOLOR
S_STLAMP1
S_STLAMP2
S_STLAMP3
S_STLAMP4
S_STUPIDRECOLOR1
S_PLAY_UNDERT1
S_PLAY_UNDERT2
spr_samp
spr_srec
MT_PHANTOMJ
spr_pjup
S_PHANTOMJ1
S_PHANTOMJ2
sfx_pjupgo

Level RR
Levelname = Welistation
Act = 0
Music = RRZ
MusicInter = RREND
TypeOfLevel = Singleplayer,Co-op
BonusType = None
Keywords = WSZ
NextLevel = 1
SkyNum = 2005
LevelSelect = 1
FlickyList = None
NoVisitNeeded = true
NoZone = true
TitleCardZigZag = RRTICA1
TitleCardZigZagText = RRTICA2
SelectHeading = Jupirnier's Maps
SkyboxScale = 80

Level RL
Levelname = Lower Deck
Act = 0
Music = RRZA2
TypeOfLevel = Singleplayer,Co-op
BonusType = None
Keywords = LDZ
NextLevel = 1
SkyNum = 2005
SelectHeading = Jupirnier's Maps
NoZone = true
Hidden = true
LevelSelect = 0
TitleCardZigZag = RRTICA1
TitleCardZigZagText = RRTICA2
SkyboxScale = 80

Level GV
Levelname = Green Valley
Act = 0
Music = GVZ
TypeOfLevel = Singleplayer,Co-op
BonusType = None
Keywords = GVZ
NextLevel = 1
SkyboxScale = 8
SkyNum = 502
LevelSelect = 1
MusicInter = GVEND
FlickyList = None
TitleCardZigZag = GVTICA1
TitleCardZigZagText = GVTICA2
SelectHeading = Jupirnier's Maps
NoZone = True
NoVisitNeeded = true

Level GY
Levelname = Grassy Islands
Act = 0
Music = GVZA
Keywords = GIZ
TypeOfLevel = Singleplayer,Co-op
BonusType = None
NextLevel = 1
SkyboxScale = 8
SkyNum = 502
LevelSelect = 1
FlickyList = None
TitleCardZigZag = GVTICA1
TitleCardZigZagText = GVTICA2
SelectHeading = Jupirnier's Maps
NoZone = True
Hidden = true
LevelSelect = 0

Level ST
Levelname = Snow Town
Act = 0
Music = STZ
TypeOfLevel = Singleplayer,Co-op
Keywords = STZ
BonusType = None
NextLevel = 1
SkyNum = 2006
LevelSelect = 1
NoZone = true
FlickyList = None
MusicInter = STEND
NoVisitNeeded = True
TitleCardZigZag = STTICA1
TitleCardZigZagText = STTICA2
SelectHeading = Jupirnier's Maps
SkyboxScale = 20
Weather = 2

Level RW
Levelname = Underwater Museum
Act = 0
Music = UNMUZ
TypeOfLevel = Singleplayer,Co-op
Keywords = UMZ
BonusType = None
NextLevel = TITLE
SkyNum = 35
LevelSelect = 1
FlickyList = None
TitleCardZigZag = STTICA1
TitleCardZigZagText = STTICA2
SelectHeading = Jupirnier's Maps
NoZone = true
Hidden = true
LevelSelect = 0
NoSSMusic = true
SkyboxScale = 100

Level 99
Music = _TITLE
Skynum = 502

#Secret map

Level WL
Levelname = Bygone Lands
Act = 0
Music = OLMAP
SkyNum = 66
BonusType = None
NextLevel = TITLE
TypeOfLevel = Singleplayer,Co-op
TitleCardZigZag = NULLCARD
TitleCardZigZagText = NULLCARD
NoZone = true
Hidden = true
MusicInter = BLEND
SkyboxScale = 20

#Sounds

Sound sfx_gvdor1
Caption = Door open

Sound sfx_gvdor2
Caption = Door closed

Sound sfx_gvbd
Caption = Bridge crumbling

Sound sfx_rrsel
Caption = Selected

Sound sfx_stlbr
Caption = Lamp broke

Sound sfx_stdd1
Caption = Double doors open

Sound sfx_stdd2
Caption = Double doors closed

Sound sfx_rrmove
Caption = Mechanical movement

Sound sfx_blimpc
Caption = Heavy impact

Sound sfx_radend
Caption = Ignition

Sound sfx_radcli
Caption = Click

Sound sfx_nodoll
Caption = "P T ON YO_R S__DAY CLO__ES"
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_elfall
Caption = Elevator falling

Sound sfx_elcras
Caption = Elevator crashing

Sound sfx_stlaug
Caption = Weird laugh

Sound sfx_pjupgo
Caption = What??

#Objects

Object MT_GVZ_VILE
MapThingNum = -1
SpawnState = S_CYBRAKDEMONVILEEXPLOSION1
SeeState = S_NULL
DeathSound = sfx_s3kb4
SpawnHealth = 1
ReactionTime = 8
Speed = 0
Radius = 23*FRACUNIT
Height = 8*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_SCENERY

Object MT_STLAMP
MapThingNum = 4000
SpawnState = S_STLAMP1
SpawnHealth = 1
DeathState = S_STLAMP2
DeathSound = sfx_stlbr
Radius = 15*FRACUNIT
Height = 34*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_SHOOTABLE|MF_SOLID|MF_SCENERY

State S_STLAMP1
SpriteName = SAMP
SpriteFrame = A
Duration = -1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

State S_STLAMP2
SpriteName = SAMP
SpriteFrame = B
Duration = 0
Next = S_STLAMP3
Action = A_MultiShot
Var1 = (MT_SPINDUST<<16)|5
Var2 = 1*FRACUNIT

State S_STLAMP3
SpriteName = SAMP
SpriteFrame = B
Duration = 0
Next = S_STLAMP4
Action = A_Scream
Var1 = 0
Var2 = 0

State S_STLAMP4
SpriteName = SAMP
SpriteFrame = B
Duration = -1
Next = S_NULL
Action = A_SetObjectFlags
Var1 = MF_SOLID|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY
Var2 = 1

Object MT_STUPID_FANG_RECOLOR
MapThingNum = -1
SpawnState = S_STUPIDRECOLOR1
SpawnHealth = 900
Radius = 15*FRACUNIT
Height = 34*FRACUNIT
Flags = MF_SCENERY|MF_NOTHINK|MF_NOCLIPTHING

State S_STUPIDRECOLOR1
SpriteName = SREC
SpriteFrame = A
Duration = -1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

Object MT_PHANTOMJ
MapThingNum = -1
SpawnState = S_PHANTOMJ1
SpawnHealth = 1000
DeathState = S_NULL
DeathSound = sfx_None
Radius = 15*FRACUNIT
Height = 34*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_SCENERY|MF_NOCLIPTHING|MF_NOBLOCKMAP

State S_PHANTOMJ1
SpriteName = PJUP
SpriteFrame = A
Duration = -1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

State S_PHANTOMJ2
SpriteName = PJUP
SpriteFrame = B
Duration = -1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

#Player States

State S_PLAY_UNDERT1
SpriteName = PLAY
SpriteFrame = SPR2_PAIN
Duration = 1
Action = A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 0
Next = S_PLAY_UNDERT2

State S_PLAY_UNDERT2
SpriteName = PLAY
SpriteFrame = SPR2_PAIN
Duration = 1
Action = A_RollAngle
Var1 = 3
Var2 = 0
Next = S_PLAY_UNDERT1