From eb23fc8152fa0f7033f3efeafbc0b9bec4ab865b Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Thu, 14 Aug 2025 14:18:48 -0400 Subject: Added the_great --- data/maps/the_great/doors.txtpb | 494 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 494 insertions(+) create mode 100644 data/maps/the_great/doors.txtpb (limited to 'data/maps/the_great/doors.txtpb') diff --git a/data/maps/the_great/doors.txtpb b/data/maps/the_great/doors.txtpb new file mode 100644 index 0000000..ed8b111 --- /dev/null +++ b/data/maps/the_great/doors.txtpb @@ -0,0 +1,494 @@ +doors { + name: "Digital Entrance" + type: STANDARD + receivers: "Components/Doors/entry_35" + panels { room: "Main Area" name: "BORNE" } + location_room: "Main Area" +} +doors { + name: "Back Area Entrance" + type: STANDARD + receivers: "Components/Doors/entry_14" + panels { room: "Main Area" name: "SMILE" } + location_room: "Main Area" +} +doors { + name: "Between Entrance" + type: STANDARD + receivers: "Components/Doors/entry_19" + panels { room: "Main Area" name: "BYE" } + location_room: "Main Area" +} +doors { + name: "Near UC Painting Door" + type: STANDARD + receivers: "Components/Doors/entry_20" + panels { room: "Main Area" name: "DO" } + panels { room: "Main Area" name: "YOU" } + panels { room: "Main Area" name: "SEE" } + location_room: "Main Area" +} +doors { + name: "Courtyard Entrance" + type: STANDARD + receivers: "Components/Doors/entry_1" + panels { room: "Main Area" name: "CURT" } + location_room: "Main Area" +} +doors { + name: "West/East Divider" + type: STANDARD + receivers: "Components/Doors/where_3" + receivers: "Components/Doors/where_2" + receivers: "Components/Doors/where_1" + panels { room: "Main Area" name: "INTRO" } + location_room: "Main Area" +} +doors { + name: "East/West Divider" + type: LOCATION_ONLY + panels { room: "West Side" name: "ERASE" } + location_room: "West Side" +} +doors { + name: "Control Center Purple Door" + type: CONTROL_CENTER_COLOR + receivers: "Components/Doors/entry_23" + control_center_color: "purple" +} +doors { + name: "Control Center Gray Door" + type: CONTROL_CENTER_COLOR + receivers: "Components/Doors/Gates/Gate" + control_center_color: "gray" +} +doors { + name: "Control Center Red Door" + type: CONTROL_CENTER_COLOR + receivers: "Components/Doors/Gates/Gate" + control_center_color: "red" +} +doors { + name: "Daedalus Entrance" + type: STANDARD + receivers: "Components/Doors/entry_16" + panels { room: "Daedalus Entrance" name: "MISSING" } + location_room: "Daedalus Entrance" +} +doors { + name: "Magnet Room Entrance" + type: STANDARD + receivers: "Components/Doors/entry_32" + panels { room: "West Side" name: "TEACH" } + location_room: "West Side" +} +doors { + name: "Pillar Room Entrance" + type: STANDARD + receivers: "Components/Doors/entry_13" + panels { room: "West Side" name: "RIGHT" } + location_room: "West Side" +} +doors { + name: "Jail Entrance" + type: ITEM_ONLY + receivers: "Components/Doors/entry_17" + panels { room: "West Side" name: "RIGHT" } +} +doors { + name: "Savory Painting" + type: STANDARD + move_paintings { room: "West Side" name: "EXTRAVAGANT" } + panels { room: "West Side" name: "SAVORY" } + panels { room: "West Side" name: "FLAVORS" } + location_room: "West Side" +} +doors { + name: "Red Against Blue Gravestone" + type: GRAVESTONE + panels { room: "West Side" name: "TEACH" } + panels { room: "Magnet Room" name: "AIRPLANE" } + panels { room: "Magnet Room" name: "PILOT" } + panels { room: "Magnet Room" name: "AUTHOR" } + panels { room: "Magnet Room" name: "PEN" } + panels { room: "Magnet Room" name: "HEAL" } + panels { room: "Magnet Room" name: "CLEAN" } + panels { room: "Magnet Room" name: "TRUCKER" } + panels { room: "Magnet Room" name: "DOCTOR" } + panels { room: "Magnet Room" name: "BARTENDER" } + panels { room: "Magnet Room" name: "DIG" } + panels { room: "Magnet Room" name: "TILL" } + panels { room: "Magnet Room" name: "WRENCH" } + panels { room: "Magnet Room" name: "SAW" } + panels { room: "Magnet Room" name: "BLENDER" } + location_room: "Magnet Room" +} +doors { + name: "Hive Entrance" + type: STANDARD + receivers: "Components/Doors/amber_7" + panels { room: "Hive Entrance" name: "LOST" } + location_room: "Hive Entrance" +} +doors { + name: "Colorful Entrance" + type: STANDARD + receivers: "Meshes/Blocks/Warps/teleport3" + panels { room: "West Side" name: "RIGHT" } + panels { room: "Pillar Room" name: "EYE" } + panels { room: "Pillar Room" name: "HAVE" } + panels { room: "Pillar Room" name: "FOUR" } + panels { room: "Pillar Room" name: "CAUGHT" } + panels { room: "Pillar Room" name: "TEN" } + location_room: "Pillar Room" +} +doors { + name: "North Landscape Entrance" + type: ITEM_ONLY + receivers: "Components/Doors/question_10" + panels { room: "West Side" name: "RIGHT" } + panels { room: "Pillar Room" name: "EYE" } + panels { room: "Pillar Room" name: "HAVE" } + panels { room: "Pillar Room" name: "FOUR" } + panels { room: "Pillar Room" name: "CAUGHT" } + panels { room: "Pillar Room" name: "TEN" } +} +doors { + name: "Jail Mouth" + type: EVENT + panels { room: "Outside Jail" name: "GUT" } + panels { room: "Outside Jail" name: "HAM" } + panels { room: "Outside Jail" name: "MAIM" } + panels { room: "Outside Jail" name: "WILT" } +} +doors { + name: "Jail First Bowels" + type: EVENT + panels { room: "Jail Part 1" name: "DOPAMINE" } + panels { room: "Jail Part 1" name: "PALINDROME" } + panels { room: "Jail Part 1" name: "SUPERVILLAIN" } + panels { room: "Jail Part 1" name: "PREVAILS" } + panels { room: "Jail Part 1" name: "ENGRAVED" } + panels { room: "Jail Part 1" name: "GLIDEPATH" } + panels { room: "Jail Part 1" name: "DECATHLON" } + panels { room: "Jail Part 1" name: "GRIEVES" } + # Intentionally does not contain the throat panels. +} +doors { + name: "Into The Mouth Gravestone" + type: GRAVESTONE + panels { room: "Outside Jail" name: "GUT" } + panels { room: "Outside Jail" name: "HAM" } + panels { room: "Outside Jail" name: "MAIM" } + panels { room: "Outside Jail" name: "WILT" } + panels { room: "Jail Part 1" name: "FLAP" } + panels { room: "Jail Part 1" name: "LUCK" } + panels { room: "Jail Part 1" name: "STICK" } + panels { room: "Jail Part 1" name: "SNARE" } + panels { room: "Jail Part 1" name: "DOPAMINE" } + panels { room: "Jail Part 1" name: "PALINDROME" } + panels { room: "Jail Part 1" name: "SUPERVILLAIN" } + panels { room: "Jail Part 1" name: "PREVAILS" } + panels { room: "Jail Part 1" name: "ENGRAVED" } + panels { room: "Jail Part 1" name: "GLIDEPATH" } + panels { room: "Jail Part 1" name: "DECATHLON" } + panels { room: "Jail Part 1" name: "GRIEVES" } + panels { room: "Jail Part 2" name: "DIGEST" } + panels { room: "Jail Part 2" name: "JAUNDICE" } + panels { room: "Jail Part 2" name: "NECROTIZE (1)" } + panels { room: "Jail Part 2" name: "NECROTIZE (2)" } + panels { room: "Jail Part 2" name: "TORMENTS" } + panels { room: "Jail Part 2" name: "PILGRIM" } + panels { room: "Jail Part 2" name: "GRIMACE" } + panels { room: "Jail Part 2" name: "COMMENCE" } + location_room: "Jail Part 2" +} +doors { + name: "The Landscapes Gravestone" + type: GRAVESTONE + panels { room: "Back Area" name: "Top Landscape Top" } + panels { room: "Back Area" name: "Top Landscape Right" } + panels { room: "Back Area" name: "Top Landscape Bottom" } + panels { room: "Back Area" name: "Top Landscape Left" } + panels { room: "Back Area" name: "Left Landscape Top" } + panels { room: "Back Area" name: "Left Landscape Right" } + panels { room: "Back Area" name: "Left Landscape Bottom" } + panels { room: "Back Area" name: "Left Landscape Left" } + panels { room: "Back Area" name: "Right Landscape Top" } + panels { room: "Back Area" name: "Right Landscape Right" } + panels { room: "Back Area" name: "Right Landscape Bottom" } + panels { room: "Back Area" name: "Right Landscape Left" } + location_room: "Back Area" +} +doors { + name: "Tower Entrance" + type: ITEM_ONLY + receivers: "Components/Doors/entry_25" + switches: "double_letters" +} +doors { + name: "Maze Out/South Door" + type: EVENT + panels { room: "Maze Start" name: "OUT" } +} +doors { + name: "Maze Out/Vestibule Door" + type: EVENT + panels { room: "Maze Start" name: "OUT" } +} +doors { + name: "Maze South/Up Door" + type: EVENT + panels { room: "Maze Wreck Area" name: "WRECK" } +} +doors { + name: "Maze Vestibule/In Door" + type: EVENT + panels { room: "Maze In Area" name: "IN" } +} +doors { + name: "Maze Vestibule/Off Door" + type: EVENT + panels { room: "Maze South Area" name: "SOUTH" } +} +doors { + name: "Maze In/Slice Door" + type: EVENT + panels { room: "Maze Wreck Area" name: "WRECK" } +} +doors { + name: "Maze Slice/Smooth Door" + type: EVENT + panels { room: "Maze Wreck Area" name: "WRECK" } +} +doors { + name: "Maze Slice/Wreck Door" + type: EVENT + panels { room: "Maze Slice Area" name: "SLICE" } +} +doors { + name: "G Door" + type: EVENT + panels { room: "Maze Wreck Area" name: "WRECK" } +} +doors { + name: "Maze Slice/Cold Door" + type: EVENT + panels { room: "Maze Cold Area" name: "COLD" } +} +doors { + name: "Maze Cold/Moon Door" + type: EVENT + panels { room: "Maze Wreck Area" name: "WRECK" } +} +doors { + name: "Maze Cold/Off Door" + type: EVENT + panels { room: "Maze Off Area" name: "OFF" } +} +doors { + name: "Maze Off/Center Door" + type: EVENT + panels { room: "Maze Wreck Area" name: "WRECK" } +} +doors { + name: "Maze Off/Tower Door" + type: EVENT + panels { room: "Maze Wreck Area" name: "WRECK" } +} +doors { + name: "The Maze Gravestone" + type: GRAVESTONE + panels { room: "Main Area" name: "CURT" } + panels { room: "Maze Start" name: "OUT" } + panels { room: "Maze Center" name: "POOR" } + panels { room: "Maze Center" name: "CHASE" } + panels { room: "Maze Cold Area" name: "COLD" } + panels { room: "Maze In Area" name: "IN" } + panels { room: "Maze Moon Area" name: "MOON" } + panels { room: "Maze Of Area" name: "OFF" } + panels { room: "Maze Slice Area" name: "SLICE" } + panels { room: "Maze Smooth Area" name: "SMOOTH" } + panels { room: "Maze South Area" name: "SOUTH" } + panels { room: "Maze Tower" name: "FEEL" } + panels { room: "Maze Tower" name: "DECOMPOSE" } + panels { room: "Maze Up Area" name: "UP" } + panels { room: "Maze Wreck Area" name: "WRECK" } + location_room: "Maze Slice Area" +} +doors { + name: "Courtyard Side Door" + type: ITEM_ONLY + receivers: "Components/Doors/entry_15" + panels { room: "Main Area" name: "CURT" } + panels { room: "Maze Start" name: "OUT" } + panels { room: "Maze Center" name: "POOR" } + panels { room: "Maze Center" name: "CHASE" } + panels { room: "Maze Cold Area" name: "COLD" } + panels { room: "Maze In Area" name: "IN" } + panels { room: "Maze Moon Area" name: "MOON" } + panels { room: "Maze Of Area" name: "OFF" } + panels { room: "Maze Slice Area" name: "SLICE" } + panels { room: "Maze Smooth Area" name: "SMOOTH" } + panels { room: "Maze South Area" name: "SOUTH" } + panels { room: "Maze Tower" name: "FEEL" } + panels { room: "Maze Tower" name: "DECOMPOSE" } + panels { room: "Maze Up Area" name: "UP" } + panels { room: "Maze Wreck Area" name: "WRECK" } +} +doors { + name: "Question First Door" + type: EVENT + # This is a complete_at specifically because it might be possible for the + # painting inside the next room to be shuffled into an exit, which would make + # the panel in there usable for opening this door, which also has access + # implications because it could be your only way into the main part of The + # Great. The How and Who panels could also be sniped from the roof, but I'm + # unsure whether that will be allowed in logic, and even if it is, you'd also + # be able to enter the Question Room the normal way if you have roof access. + # The When panel could also be accessible early if the painting in there is + # shuffled as an exit, but again, the first Question Room would then also + # necessarily be in logic. Thus, for simplicity, we are only going to specify + # the What and How panels. + panels { room: "Question Room What" name: "QUESTION" answer: "why" } + panels { room: "Question Room What" name: "QUESTION" answer: "who" } + panels { room: "Question Room What" name: "QUESTION" answer: "where" } + panels { room: "Question Room What" name: "QUESTION" answer: "how" } + panels { room: "Question Room What" name: "QUESTION" answer: "what" } + panels { room: "Question Room What" name: "QUESTION" answer: "when" } + panels { room: "Question Room How" name: "QUESTION" answer: "how" } + panels { room: "Question Room How" name: "QUESTION" answer: "who" } + panels { room: "Question Room How" name: "QUESTION" answer: "why" } + panels { room: "Question Room How" name: "QUESTION" answer: "what" } + panels { room: "Question Room How" name: "QUESTION" answer: "when" } + panels { room: "Question Room How" name: "QUESTION" answer: "where" } + complete_at: 1 +} +doors { + name: "Question Who Door" + type: EVENT + # In-game, this is a complete_at: 3 over all of the question panels. However, + # since there's only four in total, and one of them is behind this door, this + # is essentially equivalent to exactly the three panels outside of this room. + # While the panel in here is technically visible from the roof, I'm not + # currently considering that to be in logic. It would be messy, and if you + # had roof access you could get into the How room through the hole in the + # ceiling anyway. + panels { room: "Question Room What" name: "QUESTION" } + panels { room: "Question Room How" name: "QUESTION" } + panels { room: "Question Room When" name: "QUESTION" } +} +doors { + name: "Question Why Door" + type: EVENT + panels { room: "Question Room What" name: "QUESTION" } + panels { room: "Question Room How" name: "QUESTION" } + panels { room: "Question Room When" name: "QUESTION" } + panels { room: "Question Room Who" name: "QUESTION" } +} +doors { + name: "Big Y" + type: STANDARD + receivers: "Components/Doors/question_3" + panels { room: "Question Room What" name: "QUESTION" answer: "why" } + panels { room: "Question Room How" name: "QUESTION" answer: "why" } + panels { room: "Question Room When" name: "QUESTION" answer: "why" } + panels { room: "Question Room Who" name: "QUESTION" answer: "why" } + location_room: "Question Room Who" +} +doors { + name: "Talented Entrance" + type: STANDARD + receivers: "Components/Doors/question_8" + panels { room: "Under Question Room" name: "QUESTION" answer: "where" } + location_room: "Under Question Room" +} +doors { + name: "Question Room Back Door" + type: STANDARD + receivers: "Components/Doors/question_11" + panels { room: "Behind Question Area" name: "YEW" answer: "ewe" } + location_room: "Behind Question Area" +} +doors { + name: "Invisible Entrance" + type: STANDARD + receivers: "Components/Doors/entry_36" + panels { room: "Back Area" name: "Right Landscape Top" answer: "tell" } + panels { room: "Back Area" name: "Right Landscape Left" answer: "eyes" } + location_room: "Back Area" +} +doors { + name: "Nature Room Door" + type: STANDARD + receivers: "Components/Doors/entry_34" + panels { room: "North Landscape" name: "INSIDE" } + location_room: "North Landscape" +} +doors { + name: "Nature Room Panels" + type: LOCATION_ONLY + panels { room: "Nature Room" name: "SEVERE" } + panels { room: "Nature Room" name: "FOOT" } + panels { room: "Nature Room" name: "PAUSES" } + panels { room: "Nature Room" name: "ABOVE" } + location_room: "Nature Room" +} +doors { + name: "Building Building Gravestone" + type: GRAVESTONE + panels { room: "Whole Room" name: "VAULT" } + panels { room: "Whole Room" name: "STALL" } + panels { room: "Whole Room" name: "OFFICE" } + panels { room: "Whole Room" name: "RAFTER" } + panels { room: "Whole Room" name: "REGISTER" } + panels { room: "Whole Room" name: "SHELF" } + panels { room: "Whole Room" name: "BEDROOM" } + panels { room: "Whole Room" name: "BATHROOM" } + panels { room: "Whole Room" name: "PHARMACY" } + panels { room: "Whole Room" name: "LOBBY" } + panels { room: "Whole Room" name: "CAFETERIA" } + panels { room: "Whole Room" name: "ROOM" } + panels { room: "Whole Room" name: "BLEACHER" } + panels { room: "Whole Room" name: "MACHINE" } + panels { room: "Whole Room" name: "LINE" } + panels { room: "Whole Room" name: "CONCESSIONS" } + panels { room: "Whole Room" name: "WALL" } + panels { room: "Whole Room" name: "GATE" } + panels { room: "Whole Room" name: "HOME (1)" } + panels { room: "Whole Room" name: "HOME (2)" } + panels { room: "Whole Room" name: "DICE" } + panels { room: "Whole Room" name: "MOAT" } + panels { room: "Whole Room" name: "CHIPS" } + panels { room: "Whole Room" name: "TOWER" } + location_room: "Whole Room" +} +doors { + name: "Lavender Cube" + type: ITEM_ONLY + receivers: "Components/Doors/entry_28" + switches: "lavender_cubes" +} +doors { + name: "Zero Entrance" + type: EVENT + panels { room: "Zero Room" name: "SHIFT" } + panels { room: "Zero Room" name: "MIDDLE" } +} +doors { + name: "Zero Room Panels" + type: LOCATION_ONLY + panels { room: "Zero Room" name: "SHIFT" } + panels { room: "Zero Room" name: "MIDDLE" } + panels { room: "Zero Room" name: "HERO" } + panels { room: "Zero Room" name: "MANY" } + panels { room: "Zero Room" name: "REMAINING" } + location_room: "Zero Room" +} +doors { + name: "Spiral Painting" + type: STANDARD + receivers: "Components/Doors/entry_33" + panels { room: "Back Area" name: "PAINTING" } + location_room: "Back Area" +} -- cgit 1.4.1