doors { name: "Trick Door" type: STANDARD receivers: "Components/Doors/side_1" panels { room: "Starting Room" name: "TRICK" } location_room: "Starting Room" } doors { name: "Link Area Entrance" type: STANDARD receivers: "Components/Doors/side_2" panels { room: "Trick Room" name: "INK" answer: "link" } location_room: "Trick Room" } # side_3 is vanilla because I don't think it's real? doors { name: "Trick To Shop Door" type: STANDARD receivers: "Components/Doors/side_4" panels { room: "Starting Room" name: "TRICK" answer: "treat" } location_room: "Starting Room" } doors { name: "Second Room Right Door" type: STANDARD receivers: "Components/Doors/second_right" panels { room: "Starting Room" name: "HINT" } location_room: "Starting Room" } doors { name: "Red Alcove Exit" type: STANDARD receivers: "Components/Doors/second_right2" panels { room: "Red Alcove" name: "DEAD" } panels { room: "Red Alcove" name: "BROW" } location_room: "Red Alcove" } doors { name: "Four Corner Panels" type: EVENT panels { room: "Red Alcove" name: "DEAD" } panels { room: "Red Alcove" name: "BROW" } panels { room: "Blue Alcove" name: "BLUE" } panels { room: "Blue Alcove" name: "ARMY" } } doors { name: "Corners Painting" type: STANDARD receivers: "Components/Doors/second_right11" panels { room: "Least Blue Last" name: "CORNERS" } location_room: "Least Blue Last" } doors { name: "Blue Alcove Exit" type: STANDARD receivers: "Components/Doors/second_right3" panels { room: "Blue Alcove" name: "BLUE" } panels { room: "Blue Alcove" name: "ARMY" } location_room: "Blue Alcove" } doors { name: "Rabbithole Door" type: STANDARD receivers: "Components/Doors/second_right8" panels { room: "Wrath Room" name: "RABBIT" } panels { room: "Wrath Room" name: "HOLE" } location_room: "Wrath Room" } # second_right is vanilla because it's like LOST door. doors { name: "Noon Door" type: STANDARD receivers: "Components/Doors/second_right5" receivers: "Components/Doors/second_right10" panels { room: "Red Blue Halls" name: "CENTER DAY" } location_room: "Red Blue Halls" } doors { name: "Scarf Door" type: STANDARD receivers: "Components/Doors/second_right6" panels { room: "Red Blue Halls" name: "RAIN WOMAN" } location_room: "Red Blue Halls" } doors { name: "Blue Alcove Entrance" type: STANDARD receivers: "Components/Doors/second_right9" panels { room: "Wrath Room" name: "CORN" } location_room: "Wrath Room" } doors { name: "Second Room Left Door" type: STANDARD receivers: "Components/Doors/second_left" # There's also the special behavior with returning from The Digital. panels { room: "Starting Room" name: "THIN" } location_room: "Starting Room" } doors { name: "Flipped Second Room Right Door" type: STANDARD receivers: "Components/Doors/second_left_top" panels { room: "Flipped Second Room" name: "SLENDER" } location_room: "Flipped Second Room" } doors { name: "Flipped Second Room Left Door" type: STANDARD receivers: "Components/Doors/second_right_top" panels { room: "Flipped Second Room" name: "CLUE" } location_room: "Flipped Second Room" } doors { name: "Right Eye Entrance" type: STANDARD receivers: "Components/Doors/third_right" panels { room: "Trick Room" name: "INK" } location_room: "Trick Room" } doors { name: "Red Blue Area Left Door" type: STANDARD receivers: "Components/Doors/fourth_right" panels { room: "Right Eye" name: "WANDER" } location_room: "Right Eye" } doors { name: "Red Blue Area Right Door" type: ITEM_ONLY receivers: "Components/Doors/fifth_right" panels { room: "Right Eye" name: "WANDER" } location_room: "Right Eye" } # Components/Doors/back_left_1, _3, _4, _6 are vanilla because they're nothing. doors { name: "Orange Door Hider" type: STANDARD receivers: "Components/Doors/back_left_2" panels { room: "Colored Doors Area" name: "OPEN" answer: "orange" } # "wall" is supposed to also work. idk man location_room: "Colored Doors Area" } doors { name: "Lime Room Entrance" type: STANDARD receivers: "Components/Doors/back_left_5" panels { room: "Ctrl Tutorial" name: "RIGHT" } location_room: "Ctrl Tutorial" } doors { name: "Revitalized Entrance" type: STANDARD receivers: "Components/Doors/back_left_8" receivers: "Components/Doors/back_left_9" panels { room: "Lime Room" name: "HIDE" } panels { room: "Lime Room" name: "SEEK" } location_room: "Lime Room" } doors { name: "Control Center White Door" type: CONTROL_CENTER_COLOR receivers: "Components/Doors/back_left_7" control_center_color: "white" } # exit_1 should maybe just be removed. # entry_proxied_1 is part of the vanilla intro. doors { name: "X Area Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_proxied_2" panels { room: "Starting Room" name: "HI" answer: "bye" } location_room: "Starting Room" } doors { name: "Composite Room Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_proxied_3" panels { room: "Starting Room" name: "HI" answer: "hidden" } location_room: "Starting Room" } doors { name: "Flip Area Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_proxied_4" panels { room: "Starting Room" name: "HI" answer: "high" } location_room: "Starting Room" } doors { name: "Daedalus Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_proxied_5" panels { room: "Starting Room" name: "HI" answer: "hide" } location_room: "Starting Room" } doors { name: "Repetitive Entrance" type: ITEM_ONLY receivers: "Components/Doors/Entry/entry_proxied_9" switches: "double_letters" } doors { name: "Shop Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_proxied_6" panels { room: "Shop Entrance" name: "TURN" } location_room: "Shop Entrance" } doors { name: "Liberated Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_proxied_10" panels { room: "Flipped Pyramid Area" name: "TURN (1)" } location_room: "Flipped Pyramid Area" } doors { name: "Flipped Pyramid Area Entrance" type: ITEM_ONLY receivers: "Components/Doors/Entry/entry_proxied_12" switches: "double_letters" } doors { name: "Literate Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_proxied_11" panels { room: "Flipped Pyramid Area" name: "TURN (2)" } location_room: "Flipped Pyramid Area" } doors { name: "Parthenon Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_proxied_7" panels { room: "Parthenon Return" name: "RETURN" } location_room: "Parthenon Return" } doors { name: "Colored Doors Area Entrance" type: ITEM_ONLY receivers: "Components/Doors/Entry/entry_proxied_8"
name: "Main Area"
panels {
name: "STRIKE"
path: "Panels/O/entry_1"
clue: "strike"
answer: "hit"
symbols: SUN
}
panels {
name: "METAL"
path: "Panels/O/entry_2"
clue: "metal"
answer: "tin"
symbols: EXAMPLE
}
panels {
name: "HINT"
path: "Panels/O/entry_3"
clue: "hint"
answer: "hit"
symbols: SPARKLES
}
panels {
name: "THIN"
path: "Panels/O/entry_4"
clue: "thin"
answer: "tin"
symbols: SPARKLES
}
panels {
name: "NARROW"
path: "Panels/R/entry_5"
clue: "narrow"
answer: "thin"
symbols: SUN
}
panels {
name: "CLUE"
path: "Panels/R/entry_6"
clue: "clue"
answer: "hint"
symbols: SUN
}
panels {
name: "IMPLY"
path: "Panels/R/entry_7"
clue: "imply"
answer: "hint"
symbols: SUN
}
panels {
name: "THICK"
path: "Panels/R/entry_8"
clue: "thick"
answer: "thin"
symbols: SUN
}
panels {
name: "MUSE"
path: "Panels/B/entry_9"
clue: "muse"
answer: "think"
symbols: SUN
}
panels {
name: "ACT"
path: "Panels/B/entry_10"
clue: "act"
answer: "think"
symbols: SUN
}
panels {
name: "SOUTH"
path: "Panels/B/entry_11"
clue: "south"
answer: "north"
symbols: SUN
}
panels {
name: "EAST"
path: "Panels/B/entry_12"
clue: "east"
answer: "north"
symbols: EXAMPLE
}
ports {
name: "GREAT"
display_name: "Main Entrance"
path: "Components/Warps/worldport"
destination { x: 38 y: 0 z: 39 }
rotation: 90
}