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: "Rabbit Hole Lock" name: "RABBIT" } panels { room: "Rabbit Hole Lock" name: "HOLE" } location_room: "Rabbit Hole Lock" } # 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: ITEM_ONLY receivers: "Components/Doors/third_right" panels { room: "Trick Room" name: "INK" } } 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" } locatio
connections {
from_room: "Entry"
to_room: "Regular"
door { name: "Front Door" }
}
connections {
from_room: "Regular"
to_room: "Huge"
door { name: "Shrink Door" }
}