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path: root/data/maps/the_double_sided/doors.txtpb
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doors {
  name: "Obverse White/Orange Door"
  type: EVENT
  panels { room: "Flipped Orange Area" name: "HEAVEN" }
}
doors {
  name: "Obverse White/Blue Door"
  type: EVENT
  panels { room: "Flipped Blue Area" name: "HEAD" }
}
doors {
  name: "Obverse White/Black Door"
  type: EVENT
  panels { room: "Start" name: "FULL" }
}
doors {
  name: "Obverse White/Green Door"
  type: EVENT
  panels { room: "Flipped Green Area" name: "HIGH" }
}
doors {
  name: "Obverse White/Purple Door"
  type: EVENT
  panels { room: "Flipped Purple Area" name: "CEILING" }
}
doors {
  name: "Flipped White/Orange Door"
  type: EVENT
  panels { room: "Obverse Orange Isolated Section" name: "TOP" }
}
doors {
  name: "Flipped White/Purple Door"
  type: EVENT
  panels { room: "Obverse Orange Isolated Section" name: "TOP" }
  # Is this a mistake? It seems like it should be Obverse Purple Area / ABOVE.
}
doors {
  name: "Flipped White/Yellow Door"
  type: EVENT
  panels { room: "Start" name: "ATTIC" }
}
doors {
  name: "Obverse Black/Green Panel"
  type: EVENT
  # The panel blocks your way; there's no door.
  panels { room: "Obverse Black Area" name: "TRAIN" }
}
doors {
  name: "Obverse Black/Yellow Panel"
  type: EVENT
  # The panel blocks your way; there's no door.
  panels { room: "Obverse Black Area" name: "MOUNTAIN" }
}
doors {
  name: "Obverse Black/Pink Door"
  type: EVENT
  panels { room: "Flipped Black Area" name: "SEAPLANE" }
}
doors {
  name: "Flipped Green/Black Door"
  type: EVENT
  panels { room: "Obverse Black Area" name: "TRAIN" }
}
doors {
  name: "Flipped Green/Purple Door"
  type: EVENT
  panels { room: "Obverse Green Area" name: "UPSIDE" }
}
doors {
  name: "Flipped Orange/Brown Door"
  type: EVENT
  panels { room: "Obverse Orange Front Area" name: "UP" }
  panels { room: "Obverse Orange Back Area" name: "OVER" }
}
doors {
  name: "Obverse Blue/Orange Door"
  type: EVENT
  panels { room: "Flipped Blue Area" name: "SKY" }
}
doors {
  name: "Obverse Red/Orange Door"
  type: EVENT
  panels { room: "Flipped Red Area" name: "RAISED" }
}
doors {
  name: "Obverse Purple/Red Door"
  type: EVENT
  panels { room: "Flipped Purple Area" name: "LEAVES" }
}
doors {
  name: "Obverse Yellow/Blue Door"
  type: EVENT
  panels { room: "Flipped Yellow Back Area" name: "ANGELS" }
}
doors {
  name: "Flipped Pink/Yellow Door"
  type: EVENT
  panels { room: "Obverse Pink Area" name: "CLOUD" }
}
doors {
  name: "Flipped Yellow/Black Door"
  type: EVENT
  panels { room: "Obverse Black Area" name: "MOUNTAIN" }
}
doors {
  name: "Flipped Purple/Red Door"
  type: EVENT
  panels { room: "Obverse Purple Area" name: "DRAGON" }
}
doors {
  name: "Flipped Black/Pink Panel"
  type: EVENT
  # The panel blocks your way; there's no door.
  panels { room: "Flipped Black Area" name: "SEAPLANE" }
}
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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" }
  receivers: "Components/Paintings/unless/teleportListener"
  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"
  location_name: "Puzzles"
}
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"
  double_letters: true
}
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 Off 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 Off 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"
  receivers: "Components/Doors/question_12"
  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"
  location_name: "Whys"
}
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"
  location_name: "Landscapes Room Alternate Answers"
}
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"
}