name: "Composite Room NW" display_name: "Composite Room" panels { name: "BEHOUSE" path: "Panels/Combo Room NW/panel_1" clue: "behouse" answer: "bedroom" symbols: SPARKLES symbols: BOXES } panels { name: "BRAKESTEADY" path: "Panels/Combo Room NW/panel_2" clue: "brakesteady" answer: "breakfast" symbols: ZERO symbols: PYRAMID } panels { name: "DEATHSHORT" path: "Panels/Combo Room NW/panel_3" clue: "deathshort" answer: "lifelong" symbols: SUN } panels { name: "PLUMPFAMILY" path: "Panels/Combo Room NW/panel_4" clue: "plumpfamily" answer: "pumpkin" symbols: SUN symbols: SPARKLES } panels { name: "SHEEPBOOK" path: "Panels/Combo Room NW/panel_5" clue: "sheepbook" answer: "rampage" symbols: BOXES symbols: GENDER } panels { name: "LAIDIN" path: "Panels/Combo Room NW/panel_6" clue: "laidin" answer: "layout" symbols: SUN symbols: AGE } panels { name: "FOGIRON" path: "Panels/Combo Room NW/panel_7" clue: "fogiron" answer: "mistrust" symbols: SUN symbols: AGE } panels { name: "MOONSENT" path: "Panels/Combo Room NW/panel_8" clue: "moonsent" answer: "sunset" symbols: SUN symbols: SPARKLES } panels { name: "FAIRWATER" path: "Panels/Combo Room NW/panel_9" clue: "fairwater" answer: "justice" symbols: SUN symbols: CROSS } panels { name: "PLEADOUT" path: "Panels/Combo Room NW/panel_10" clue: "pleadout" answer: "begin" symbols: SUN } panels { name: "OUTGARDEN" path: "Panels/Combo Room NW/panel_11" clue: "outgarden" answer: "intend" symbols: SUN } panels { name: "HELLOTALE" path: "Panels/Combo Room NW/panel_12" clue: "hellotale" answer: "history" symbols: SUN } try.txtpb?h=data-v5'>log tree commit diff stats
path: root/data/maps/daedalus/rooms/White Hallway From Entry.txtpb
blob: a1723133471cb7f76d9fc7622609a0860b3822b1 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
name: "White Hallway From Entry"
panel_display_name: "Southwest Area"
# Not exactly sure what to do with this yet. In unshuffled connections, the door
# here should be paired with the door on the other end (which is vanilla) even
# if control center color doors are shuffled. But when connections are shuffled
# maybe this should be shuffled separately? I might also want to find a way to
# register when there's a door immediately outside of a connection so that when
# two connections behind doors are shuffled together, their doors can be paired.
ports {
  name: "ENTRY"
  path: "Components/Warps/Worldports/worldport10"
}