name: "Starting Room" panel_display_name: "Starting Room" panels { name: "HI" path: "Panels/Entry/entry_proxying_1" clue: "hi" answer: "hi" proxies { answer: "hi" path: "Panels/Entry/entry_proxied_1" } proxies { answer: "bye" path: "Panels/Entry/entry_proxied_2" } proxies { answer: "hidden" path: "Panels/Entry/entry_proxied_5" } proxies { answer: "high" path: "Panels/Entry/entry_proxied_3" } proxies { answer: "hide" path: "Panels/Entry/entry_proxied_4" } proxies { answer: "thewords" path: "Components/Listeners/entry_proxied_6" } } panels { name: "TRICK" path: "Panels/Entry/side_1" clue: "trick" answer: "trick" proxies { answer: "treat" path: "Panels/Entry/side_proxy_1" } } panels { name: "EYE" path: "Panels/Entry/front_1" clue: "eye" answer: "i" #symbols: ZERO # This panel blocks getting N1 and T1. We will mod it to be I/I with no symbol # when symbol shuffle is on. } panels { name: "HINT" path: "Panels/Entry/second_right" clue: "hint" answer: "hint" } panels { name: "THIN" path: "Panels/Entry/second_left" clue: "thin" answer: "thin" } panels { name: "THAN" path: "Panels/D/d_entry" clue: "than" answer: "than" } letters { key: "h" path: "Components/Collectables/h" } letters { key: "i" path: "Components/Collectables/i" } letters { key: "n" path: "Components/Collectables/n" } letters { key: "t" path: "Components/Collectables/t" } # Maze painting should stay vanilla as a hint. paintings { name: "OWL" path: "Components/Paintings/owl" move: true # how do enter_only: true orientation: "north" required_door { name: "Least Blue Last Panels" } display_name: "Near Trick Painting" } paintings { name: "PAINS" path: "Components/Paintings/pains3" enter_only: true orientation: "east" required_door { name: "Near D Room Painting" } display_name: "Near D Room Painting" } '>tree commit diff stats
path: root/data/maps/the_great/rooms/Daedalus Entrance.txtpb
blob: 003a8a3f96cbd373a40bfa7713fb16bb8382347f (plain) (blame)
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name: "Daedalus Entrance"
panel_display_name: "Main Area"
panels {
  name: "MISSING"
  path: "Panels/General/entry_2"
  clue: "missing"
  answer: "lost"
  symbols: SUN
}
ports {
  name: "DAEDALUS"
  path: "Meshes/Blocks/Warps/worldport8"
  orientation: "south"
  required_door { name: "Daedalus Entrance" }
  # The reverse warp bypasses the door, so there needs to be two oneway connections.
}