----------------------------------------------------------------
--  MODULE: Armaetus Themes
----------------------------------------------------------------
--
--  Copyright (C) 2019-2020 MsrSgtShooterPerson
--  Copyright (C) 2019 Armaetus
--
--  This program is free software; you can redistribute it and/or
--  modify it under the terms of the GNU General Public License
--  as published by the Free Software Foundation; either version 2
--  of the License, or (at your option) any later version.
--
--  This program is distributed in the hope that it will be useful,
--  but WITHOUT ANY WARRANTY; without even the implied warranty of
--  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--  GNU General Public License for more details.
--
------------------------------------------------------------------

-- General room themes are placed here (includes cave rooms)
ARMAETUS_ROOM_THEMES =
{
  any_ducts_Hallway =
  {
    env   = "hallway"
    group = "ducts"
    prob  = 1

    walls =
    {
      GRAY5 = 1
    }

    floors =
    {
      FLAT1 = 1
    }

    ceilings =
    {
      FLAT1 = 1
    }
  }

  any_pipeline_Hallway =
  {
    env   = "hallway"
    group = "pipeline"
    prob  = 1

    walls =
    {
      GRAY5 = 1
    }

    floors =
    {
      FLAT1 = 1
    }

    ceilings =
    {
      FLAT1 = 1
    }
  }

  any_hellcata_Hallway =
  {
    env   = "hallway"
    group = "hellcata"
    prob  = 1

    walls =
    {
      GRAY5 = 1
    }

    floors =
    {
      FLAT1 = 1
    }

    ceilings =
    {
      FLAT1 = 1
    }
  }

  any_sewers_Hallway =
  {
    env   = "hallway"
    group = "sewers"
    prob  = 1

    walls =
    {
      GRAY5 = 1
    }

    floors =
    {
      FLAT1 = 1
    }

    ceilings =
    {
      FLAT1 = 1
    }
  }

  any_organs_Hallway =
  {
    env   = "hallway"
    group = "organs"
    prob  = 1

    walls =
    {
      GRAY5 = 1
    }

    floors =
    {
      FLAT1 = 1
    }

    ceilings =
    {
      FLAT1 = 1
    }
  }

  any_conveyor_Hallway =
  {
    env   = "hallway"
    group = "conveyor"
    prob  = 1

    walls =
    {
      GRAY5 = 1
    }

    floors =
    {
      FLAT1 = 1
    }

    ceilings =
    {
      FLAT1 = 1
    }
  }

  any_conveyorh_Hallway =
  {
    env   = "hallway"
    group = "conveyorh"
    prob  = 1

    walls =
    {
      GRAY5 = 1
    }

    floors =
    {
      FLAT1 = 1
    }

    ceilings =
    {
      FLAT1 = 1
    }
  }

  tech_GrayMet =
  {
    env = "building"
    prob = 120

    walls =
    {
      GRAY6 = 50
      GRAY8 = 50

      GRAYMET1 = 20
      GRAYMET2 = 20
      GRAYMET3 = 20
      GRAYMET4 = 20
      GRAYMET5 = 20
      GRAYMET6 = 6
      GRAYMET7 = 6
      GRAYMET8 = 6
      GRAYMET9 = 6
      GRAYMETA = 6
      GRAYMETB = 6
      GRAYMETC = 6

      METAL8 = 25
      METAL9 = 25
      METAL10 = 25
      METAL11 = 25

      SHAWGRY4 = 25
      SHAWN01C = 25
      SHAWN01E = 25
      SHAWN01F = 25
      SHAWSH04 = 25

      SHAWN4 = 33
      SHAWN5 = 33
      HEX01 = 33

      DARKMET1 = 30
      DARKM01 = 30

      STARBR1 = 30
      STARGRY1 = 30

      TEKGRBLU = 30
      TEKGRN01 = 30
      TEKGRY01 = 30
      TEKSHAW = 30

      TEKWALL2 = 15
      TEKWALL7 = 15
      TEKWALL8 = 15
      TEKWALL9 = 15
      TEKWALLA = 10
      TEKWALLB = 10
      TEKWALLC = 10
      TEKWALLD = 10
      TEKWALLE = 10
    }

    floors =
    {
      FLOOR4_8 = 25
      FLOOR5_1 = 25
      FLOOR5_3 = 30
      FLOOR0_3 = 30
      FLOOR3_3 = 20
      FLOOR0_2 = 20
      FLOOR0_1 = 20
      FLOOR4_6 = 15
      FLOOR7_1 = 15
      FLAT4 = 15
      FLAT14 = 10
      SLIME15 = 10
      SLIME16 = 10
      FLOOR1_6 = 6
      FLOOR1_1 = 8
      FLOOR0_5 = 5
      FLAT5 = 5

      GRATE1 = 100
      GRATE2 = 100
      GRATE3 = 100
      GRATE5 = 100
      GRATE6 = 100
      GRATE7 = 100

      DARKF01 = 75
      DARKF02 = 75
      DARKF03 = 75

      SHINY01 = 75
      SHINY02 = 75
      SHINY03 = 75
      SHINY04 = 35
    }

    ceilings =
    {
      CEIL3_1 = 20
      CEIL3_2 = 20
      CEIL3_5 = 20
      CEIL3_3 = 15
      CEIL4_2 = 10
      CEIL4_3 = 10
      CEIL5_1 = 15

      FLAT9  = 30
      FLAT19 = 20
      FLAT4  = 20
      FLAT9  = 15
      FLAT23 = 5
    }
  }

  tech_Computers =
  {
    prob = 25
    env = "building"

    walls =
    {
      COMPSPAN = 30
      CMPOHSO = 10
      CMPTILE = 15
      COMPBLUE = 10
    }

    floors =
    {
      FLAT14 = 70
      FLOOR1_1 = 35
      FLAT4 = 10
      CEIL4_1 = 20
      CEIL4_2 = 20
      CEIL5_1 = 20
      CEIL4_4 = 20
    }

    ceilings =
    {
      CEIL5_1 = 50
      CEIL4_1 = 20
      CEIL4_2 = 20
      CEIL4_4 = 15
      TEK1    = 7
      TEK2    = 7
      QFLAT09 = 5
      GRATE3  = 5
    }

    keep_prob = 10
  }

  -- Multi colors here!
  tech_ComputersMulti =
  {
    prob = 15
    env = "building"

    walls =
    {
      COMPSPAN = 20
      CMPOHSO = 10
      CMPTILE = 20
      COMPTIL2 = 20
      COMPTIL3 = 10
      COMPTIL4 = 20
      COMPTIL5 = 20
      COMPTIL6 = 20
      COMPBLUE = 10
      COMPGREN = 10
      COMPRED  = 10
    }

    floors =
    {
      FLAT14 = 70
      FLOOR1_1 = 35
      FLOOR1_2 = 30
      GRENFLOR = 20
      FLAT4 = 10
      CEIL4_1 = 20
      CEIL4_2 = 20
      CEIL5_1 = 20
      CEIL4_4 = 20
    }

    ceilings =
    {
      CEIL5_1 = 50
      CEIL4_1 = 20
      CEIL4_2 = 20
      CEIL4_4 = 15
      TEK1    = 7
      TEK2    = 7
      QFLAT09 = 5
      GRATE3  = 5
    }

    keep_prob = 10
  }

  -- single color comp rooms
  tech_ComputersRed =
  {
    prob = 4
    env = "building"

    walls =
    {
      COMPSPAN = 20
      CMPTILE = 20
      COMPTIL2 = 20
      COMPRED  = 10
      TEKWALL8 = 20
      GRAYMET9 = 20
    }

    floors =
    {
      -- predominantly red
      FLOOR1_6 = 50
      FLOOR1_2 = 50
      FLAT15 = 50
      STARBR2F = 25
      STARTANF = 25

      -- everything else
      FLOOR1_1 = 5
      FLAT3 = 10
      FLAT4 = 10
      FLAT20 = 10
      CEIL4_1 = 2
      CEIL4_2 = 2
      CEIL5_1 = 5
      CEIL4_4 = 2
      FLOOR4_8 = 20
      GRATE1 = 20
      GRATE2 = 20
      GRATE5 = 10
      GRATE6 = 10
      GRATE7 = 20
      SHINY01 = 10
      SHINY03 = 10
    }

    ceilings =
    {
      CEIL5_1 = 20
      CEIL5_2 = 20
      FLOOR1_6 = 10
      TEK1    = 20
      QFLAT09 = 5
      GRATE3  = 5
    }

    keep_prob = 10
  }

  tech_ComputersBlue =
  {
    prob = 4
    env = "building"

    walls =
    {
      CMPTILE = 15
      CMPOHSO = 15
      GRAYBLU1 = 20
      SILVBLU1 = 20
      TEKGRBLU = 20
      COMPBLUE = 10
      TEKWALLB = 20
      TEKWALLD = 20
      GRAYMET6 = 15
      GRAYMETA = 15
    }

    floors =
    {
      -- predominantly blue
      CEIL4_1 = 30
      CEIL4_2 = 30
      CEIL4_4 = 30
      FLOOR1_1 = 50
      FLAT14 = 35

      FLOOR1_1 = 15
      FLOOR1_2 = 5
      FLAT3 = 10
      FLAT4 = 10
      FLAT20 = 10
      CEIL5_1 = 10
      FLOOR4_8 = 20
      GRATE1 = 20
      GRATE2 = 20
      GRATE5 = 10
      GRATE6 = 10
      GRATE7 = 20
      SHINY01 = 10
      SHINY03 = 10
    }

    ceilings =
    {
      CEIL5_1 = 10
      CEIL5_2 = 10
      CEIL4_1 = 20
      CEIL4_2 = 20
      CEIL4_4 = 20
      TEK4    = 20
      TEK6    = 20
      QFLAT09 = 5
      GRATE3  = 5
    }

    keep_prob = 10
  }

  tech_ComputersGreen =
  {
    prob = 4
    env = "building"

    walls =
    {
      TEKWALL9 = 20
      COMPGREN = 20
      COMPTIL4 = 20
      GRAYMET8 = 15
    }

    floors =
    {
      -- predominantly green
      GRENFLOR = 75
      STARG1F = 50

      FLOOR1_1 = 15
      FLOOR1_2 = 5
      FLAT3 = 10
      FLAT4 = 10
      FLAT20 = 10
      CEIL4_1 = 2
      CEIL4_2 = 2
      CEIL5_1 = 10
      CEIL4_4 = 2
      FLOOR4_8 = 20
      GRATE1 = 20
      GRATE2 = 20
      GRATE5 = 10
      GRATE6 = 10
      GRATE7 = 20
      SHINY01 = 10
      SHINY03 = 10
    }

    ceilings =
    {
      CEIL5_1 = 20
      CEIL5_2 = 20
      TEK2    = 30
      QFLAT09 = 5
      GRATE3  = 5
    }

    keep_prob = 10
  }

  tech_ComputersYellowish =
  {
    prob = 4
    env = "building"

    walls =
    {
      TEKWALLE = 20
      COMPTIL5 = 20
      COMPTIL3 = 8
      COMPBLAK = 8
      GRAYMETC = 8
    }

    floors =
    {
      -- predominantly yellow or orange shades
      ORANFLOR = 50
      STARBR2F = 25
      STARTANF = 25
      FLOOR4_1 = 25
      FLOOR4_5 = 25
      SLIME16 = 25

      FLOOR1_1 = 15
      FLOOR1_2 = 5
      FLAT3 = 10
      FLAT4 = 10
      FLAT20 = 10
      CEIL5_1 = 10
      FLOOR4_8 = 20
      GRATE1 = 20
      GRATE2 = 20
      GRATE5 = 10
      GRATE6 = 10
      GRATE7 = 20
      SHINY01 = 10
      SHINY03 = 10
    }

    ceilings =
    {
      CEIL5_1 = 15
      CEIL5_2 = 30
      TEK7    = 30
      QFLAT09 = 5
      GRATE3  = 5
    }

    keep_prob = 10
  }

  tech_ComputersParple =
  {
    prob = 4
    env = "building"

    walls =
    {
      TEKWALLA = 20
      TEKWALLC = 20
      COMPTIL6 = 20
      COMPTIL3 = 10
      COMPBLAK = 10
      GRAYMET7 = 10
      GRAYMETB = 10
    }

    floors =
    {
      FLAT14 = 20
      FLOOR1_1 = 15
      FLOOR1_2 = 5
      FLAT3 = 10
      FLAT4 = 10
      FLAT20 = 10
      CEIL4_1 = 5
      CEIL4_2 = 5
      CEIL5_1 = 10
      CEIL4_4 = 5
      FLOOR4_8 = 20
      GRATE1 = 20
      GRATE2 = 20
      GRATE5 = 10
      GRATE6 = 10
      GRATE7 = 20
      SHINY01 = 10
      SHINY03 = 10
    }

    ceilings =
    {
      CEIL5_1 = 50
      CEIL5_2 = 30
      TEK3    = 20
      TEK5    = 20
      QFLAT09 = 5
      GRATE3  = 5
    }

    keep_prob = 10
  }

  -- Hooray, CEMENT textures!
  tech_Cement =
  {
    env = "building"
    prob = 50

    walls =
    {
      CEM03 = 15
      CEM04 = 15
      CEM06 = 120
      CEM07 = 120
      CEM09 = 120
    }

    floors =
    {
      FLAT1 = 50
      FLAT5_4 = 40
      GRATE1  = 15
      GRATE2  = 15
      FLOOR4_8 = 10
      FLOOR5_1 = 10
      FLOOR51C = 10
      FLOOR46D = 15
      FLOOR46E = 15
      DARKF01 = 15
      DARKF02 = 15
    }

    ceilings =
    {
      FLAT19 = 50
      FLAT5_4 = 20
      MFLR8_1 = 15
      FLAT5_2 = 5
      CEIL1_1 = 5
      FLAT5_2 = 5
      GRATE4  = 10
    }
  }

  tech_Shiny =
  {
    prob = 100
    env = "building"

    walls =
    {
      SHAWGRY4 = 15

      SHAWN2 = 60
      SHAWN4 = 40
      SHAWN5 = 40

      SHAWHOSO = 40
      SHAWN01C = 15
      SHAWN01D = 15
      SHAWN01F = 15

      TEKSHAW = 25
      HEX01  = 15
      STARGR1 = 5
      STARGR2 = 5
      STARGRY1 = 8

      SNOWWAL1 = 15
      SNOWWAL2 = 15
      SNOWWAL3 = 15
      SNOWWAL4 = 15
    }

    floors =
    {
      FLOOR4_7 = 10
      FLOOR4_8 = 10
      FLOOR5_1 = 10
      FLAT14 = 10
      FLAT15 = 10
      FLOOR1_1 = 5
      FLOOR1_2 = 5
      FLAT23 = 70
      SHINY01 = 20
      SHINY02 = 30
      SHINY03 = 25
      TILES4  = 5
      TILES6  = 5
    }

    ceilings =
    {
      FLAT23 = 70
      FLAT1  = 5
      FLAT19 = 10
      SHINY02 = 15
      FLOOR4_7 = 10
      SHINY03 = 15
      SHINY04 = 10
    }
  }

  tech_HeavyMetal =
  {
    env = "building"
    prob = 120

    walls =
    {
      METAL2 = 70
      METAL8 = 70
      METAL9 = 70
      METAL10 = 50
      BRONZE1 = 30
      BRONZE3 = 30
      METAL1 = 25
      RUSTWALL = 20
    }

    floors =
    {
      FLAT3 = 50
      FLOOR0_1 = 30
      GRATE1 = 30
      GRATE2 = 30
      GRATE3 = 30
      FLOOR4_5 = 20
      FLOOR4_6 = 20
      FLOOR4_8 = 20
      FLOOR5_1 = 15
      FLOOR7_1 = 15
      GRATE7 = 15
      MFLR8_2  = 20
      SLIME15 = 20
      SLIME14 = 20
      GRATE4 = 10
      CEIL4_1 = 5
      CEIL4_2 = 5
      QFLAT09 = 10
      QFLAT10 = 5
      MEM01   = 10
      DARKF01 = 15
      DARKF02 = 15
      DARKF03 = 15
      FLOOR46E = 10
      GMET06   = 10
      GMET07   = 10
      GMET05   = 15
    }

    ceilings =
    {
      CEIL5_1 = 40
      CEIL5_2 = 15
      GRATE4  = 25
      SLIME15 = 40
      CEIL4_1 = 20
      SLIME14 = 40
      SLIME16 = 20
      GRATE3  = 20
      GRATE5  = 15
      GRATE6  = 15
      GRATE8  = 20
      G15     = 10
      GMET02  = 15
      GMET03  = 15
      GMET04  = 20
    }
  }

  tech_VeryGray =
  {
    env = "building"
    prob = 100

    walls =
    {
      GRAY1 = 80
      GRAY5 = 80
      GRAY4 = 80
      GRAY6 = 60
      GRAY7 = 80
      GRAY8 = 60
      ICKWALL1 = 10
      ICKWALL2 = 10
      ICKWALL3 = 10
      TEKGRY01 = 10
    }

    floors =
    {
      FLAT4 = 50
      FLOOR0_3 = 30
      FLAT5_4 = 25
      FLAT19 = 15
      TILES4 = 15
      TILES5 = 10
      TILES6 = 10
      FLOOR0_5 = 10
      FLOOR4_7 = 15
      SHINY01 = 5
      SHINY02 = 5
      SHINY03 = 10
      GMET07  = 3
    }

    ceilings =
    {
      FLAT19 = 40
      FLAT5_4 = 20
      FLAT4  = 20
      FLAT23 = 10
      FLAT1 = 10
      FLOOR4_7 = 5
      SHINY02 = 5
      RROCK21 = 5
      SHINY04 = 5
      SLIME14 = 10
      SLIME15 = 10
    }
  }

  tech_VeryBrown =
  {
    env = "building"
    prob = 60

    walls =
    {
      BROWN1 = 30
      BROWN3 = 5
      BROWNGRN = 20
      BROWNGR2 = 5
      BROWNGR3 = 5
      BROWNGR4 = 5
      BROWN96 = 10
      BRVINE = 5
      BROVINE2 = 5
    }

    floors =
    {
      FLOOR0_1 = 30
      FLOOR0_2 = 20
      FLOOR3_3 = 20
      FLOOR7_1 = 15
      FLOOR4_5 = 30
      FLOOR4_6 = 30
      FLOOR5_2 = 30
      FLAT5 = 20
      FLAT14 = 15
      FLAT5_4 = 10
      FLOOR46D = 10
      FLOOR46E = 10
      DARKF01 = 5
      DARKF02 = 5
    }

    ceilings =
    {
      CEIL5_1 = 20
      CEIL3_3 = 15
      CEIL3_5 = 50
      FLAT1 = 20
      FLOOR4_1 = 30
      FLAT5_4 = 10
      FLOOR5_4 = 10
      QFLAT09 = 5
    }
  }

  hell_ArmaetusGothic =
  {
    env  = "building"
    prob = 150

    walls =
    {
      GOTH01 = 15
      GOTH02 = 15
      GOTH03 = 15
      GOTH06 = 15
      GOTH07 = 15
      GOTH08 = 15
      GOTH09 = 15
      GOTH10 = 15
      GOTH11 = 15
      GOTH12 = 15
      GOTH13 = 15
      GOTH14 = 15
      GOTH15 = 15
      GOTH16 = 15
      GOTH17 = 15
      GOTH18 = 15
      GOTH23 = 15
      GOTH24 = 15
      GOTH25 = 15
      GOTH26 = 15
      GOTH27 = 15
      GOTH28 = 15
      GOTH34 = 15
      GOTH35 = 15
      GOTH36 = 15
      GOTH37 = 15
      GOTH38 = 15
      GOTH39 = 15
      GOTH40 = 15
      GOTH41 = 15
      GOTH42 = 15
      GOTH43 = 15
      GOTH44 = 15
      GOTH45 = 15
      GOTH46 = 15
      GOTH47 = 15
      GOTH48 = 15
      GOTH49 = 15
    }

    floors =
    {
      GRNROCK  = 30
      FLAT5_4  = 30
      FLAT5_1  = 30
      FLOOR7_1 = 30
      DEM1_6   = 15
      FLAT5_1  = 5
      FLAT5_2  = 5

      FLAT10   = 10
      FLOOR6_2 = 10
      MFLR8_2  = 10

      G01 = 40
      G02 = 40
      G03 = 40
      G04 = 40
      G05 = 40
      G06 = 40
      G07 = 40
      G08 = 40
      G09 = 40
      G10 = 40
      G11 = 40
      G12 = 40
      G13 = 40
      G14 = 40
      G15 = 40
      G16 = 40
      G17 = 40
      G18 = 40
      G19 = 40
      G20 = 40
      G21 = 40

      GMET01 = 90
      GMET02 = 90
      GMET03 = 90
      GMET04 = 90
      GMET05 = 90
      GMET06 = 90
      GMET07 = 90
    }

    ceilings =
    {
      FLOOR7_2 = 50
      DEM1_5   = 20
      FLOOR6_1 = 20
      FLOOR6_2 = 20
      MFLR8_4  = 15
    }
  }

  hell_CementCautionlines =
  {
    env = "building"
    prob = 20

    theme_override = "tech"

    walls =
    {
      CEM01 = 20
      CEM02 = 20
      CEM03 = 20
      CEM04 = 20
      CEM06 = 20
      CEM07 = 20
      CEM09 = 20
      DRKCMT01 = 10
      DRKCMT02 = 10
      DRKCMT03 = 10
      DRKCMT04 = 10
      DRKCMT05 = 10
      DRKCMT06 = 10
      HELLCMT1 = 20
      HELLCMT2 = 20
      HELLCMT3 = 20
      HELLCMT4 = 20
      HELLCMT5 = 20
      HELLCMT6 = 20
      HELLCMT7 = 15
      HELLCMT8 = 15
    }

    floors =
    {
      FLAT1 = 50
      FLAT5_4 = 40
      FLAT5_2 = 5
      FLAT5_1 = 5
      GRATE1  = 10
      GRATE2  = 10
      GRATE7  = 10
      FLOOR4_8 = 10
      FLOOR5_1 = 10
      FLOOR51C = 10
      FLOOR46D = 10
      FLOOR46E = 10
      DARKF01 = 10
      DARKF02 = 10
    }

    ceilings =
    {
      FLAT19 = 50
      FLAT5_4 = 20
      MFLR8_1 = 15
      FLAT5_2 = 5
      CEIL1_1 = 5
      FLAT5_2 = 5
      GRATE4  = 10
      GRATE8  = 10
    }

    keep_prob = 10
  }

  hell_CementCautionless =
  {
    env = "building"
    prob = 20

    walls =
    {
      CEM01 = 20
      CEM02 = 20
      CEM09 = 20
      DRKCMT05 = 10
      DRKCMT06 = 10
      HELLCMT1 = 20
      HELLCMT2 = 20
      HELLCMT7 = 15
      HELLCMT8 = 15
    }

    floors =
    {
      FLAT1 = 50
      FLAT5_4 = 40
      FLAT5_2 = 5
      FLAT5_1 = 5
      GRATE1  = 10
      GRATE2  = 10
      GRATE7  = 10
      FLOOR4_8 = 10
      FLOOR5_1 = 10
      FLOOR51C = 10
      FLOOR46D = 10
      FLOOR46E = 10
      DARKF01 = 10
      DARKF02 = 10
    }

    ceilings =
    {
      FLAT19 = 50
      FLAT5_4 = 20
      MFLR8_1 = 15
      FLAT5_2 = 5
      CEIL1_1 = 5
      FLAT5_2 = 5
      GRATE4  = 10
      GRATE8  = 10
    }

    keep_prob = 20
  }

  hell_fleshcraft =
  {
    env  = "building"
    prob = 50

    walls =
    {
      SKIN2 = 10
      SKIN3 = 10
      SKIN4 = 10
      SKINMET1 = 30
      SKINMET2 = 30
      SKINLOW1 = 30
      SKINMET3 = 20
      SKINMET4 = 20
      SKINMET5 = 30
      SKINMET6 = 10
      SKINMET7 = 10
      SKTEK01 = 15
      SKTEK02 = 15

      CREYEWLL = 30
      CRFSHWLL = 30
      CRGRSWLL = 30
      CRHRTWLL = 30
    }

    floors =
    {
      FLAT5_1 = 50
      FLAT5_2 = 50
      FLAT5 = 30
      WOODTIL = 30
      WOODTI2 = 30
      FLOOR46D = 30
      FLOOR46E = 30
      G13 = 20

      CREYEWLL = 10
      CRFSHWLL = 10
      CRGRSWLL = 10
      CRHRTWLL = 10
    }

    ceilings =
    {
      CEIL1_1 = 50
      FLAT5_2 = 50
      G02 = 30
      G03 = 30
      FLOOR7_2 = 15
      FLOOR7_3 = 15

      CREYEWLL = 7
      CRFSHWLL = 7
      CRGRSWLL = 7
      CRHRTWLL = 7
    }
  }

  hell_blackened =
  {
    env  = "building"
    prob = 40

    walls =
    {
      KSTONE1 = 50
      KMARBLE2 = 50
      KMARBLE3 = 50
      KMARBLE1 = 20
    }

    floors =
    {
      BMARB1 = 50
      BMARB2 = 50
      BMARB3 = 20
    }

    ceilings =
    {
      BMARB3 = 100
      BMARB1 = 30
    }
  }

  hell_crimson =
  {
    env  = "building"
    prob = 40

    walls =
    {
      REDMARB1 = 20
      REDMARB2 = 60
      REDMARB3 = 60
    }

    floors =
    {
      RMARB1 = 50
      RMARB2 = 50
      RMARB3 = 20
    }

    ceilings =
    {
      RMARB3 = 100
      RMARB1 = 30
    }
  }

  -- MSSP
  hell_egyptish =
  {
    env = "building"
    prob = 60

    walls =
    {
      BRIKS03 = 15
      BRIKS06 = 15
      BRIKS12 = 15
      BRIKS14 = 15

      DESBRIK1 = 50
      DESBRIK2 = 50
      DESBRIK3 = 50
      DESBRIK4 = 50
      DESBRIK5 = 50
      DESBRIK6 = 50
      DESBRIK7 = 50

      DESMARB1 = 25
      DESMARB2 = 50

      EGYPT03 = 50
      EGYPT04 = 50
      EGYPT05 = 50
      EGYPT06 = 50
    }

    floors =
    {
      BRIK01 = 50
      EG01 = 50
      EG02 = 50
      EG03 = 50
      EG04 = 50
      EG05 = 15
      EG06 = 50

      GSTN03 = 50
      GSTN04 = 50
      GSTN05 = 50

      FLOOR0_1 = 20
      FLOOR3_3 = 20
      RROCK09 = 15
      RROCK10 = 15
      RROCK12 = 15
      RROCK15 = 15
    }

    ceilings =
    {
      EG01 = 50
      EG03 = 50
      EG06 = 50
      FLOOR0_1 = 50
      FLOOR3_3 = 50
      RROCK09 = 20
      RROCK10 = 20
      RROCK12 = 20
      RROCK15 = 20
    }
  }

  hell_metal =
  {
    env = "building"
    prob = 50

    walls =
    {
      BRONZE1 = 5
      BRONZE2 = 5
      BRONZE3 = 5
      BROWN144 = 5
      BROWN96 = 5

      METAL2 = 5
      SPACEW4 = 5

      BRONZE5 = 5
      BRONZE6 = 5
      BRONZEG1 = 5
      BRONZEG2 = 5
      BRONZEG3 = 5
      BROWN2 = 5
      BROWN3 = 5

      BRIKS35 = 2
      BRIKS36 = 2

      DRKCMT05 = 4
      DRKCMT06 = 4

      GOTH15 = 5
      GOTH16 = 5
      GOTH18 = 5
      GOTH23 = 5
      GOTH24 = 5
      GOTH25 = 5
      GOTH26 = 5
      GOTH27 = 5
      GOTH31 = 5
      GOTH32 = 5
      GOTH36 = 5
      GOTH37 = 5
      GOTH38 = 5
      GOTH39 = 5
      GOTH40 = 5
      GOTH41 = 5
      GOTH42 = 5
      GOTH43 = 5
      GOTH44 = 5

      HELMET1 = 5
      HELMET2 = 5
      MET2 = 5
      METAL10 = 2
      METAL8 = 2
      METAL9 = 2
      METL02 = 5
      METL03 = 5

      MM205 = 5
      PIPEDRK1 = 5
      RUSTWALL = 5

    }

    floors =
    {
      FLOOR0_1 = 5
      FLOOR0_3 = 5
      FLOOR0_5 = 5
      FLOOR4_1 = 5
      FLOOR4_5 = 5
      FLOOR4_6 = 5
      FLOOR5_3 = 2
      FLOOR5_4 = 4
      FLOOR7_2 = 8

      SLIME14 = 5
      SLIME15 = 5

      BMARB1 = 5
      BMARB2 = 5
      BMARB3 = 5

      FLOOR46D = 5
      FLOOR46E = 5
      FLOOR51C = 5
      FLOOR7_3 = 5

      DARKF01 = 5
      DARKF02 = 5
      DARKF03 = 5
      DARKM01 = 5

      G04 = 5
      G05 = 5
      G06 = 5
      G07 = 5
      G08 = 5
      G09 = 5
      G10 = 5
      G14 = 5
      G15 = 5
      G18 = 5
      G19 = 5
      G21 = 5

      GMET01 = 5
      GMET02 = 5
      GMET03 = 5
      GMET04 = 5
      GMET05 = 5
      GMET06 = 5
      GMET07 = 5

      GRATE1 = 8
      GRATE2 = 8
      GRATE3 = 8
      GRATE4 = 8
      GRATE5 = 8
      GRATE6 = 8
      GRATE7 = 8
      GRATE8 = 8

      GRATE3 = 5
      GRATE4 = 5

      QFLAT05 = 5
      QFLAT06 = 5
      QFLAT09 = 5

      TILES4 = 5
      TILES5 = 5
      TILES6 = 5
    }

    ceilings =
    {
      CEIL3_2 = 5
      CEIL3_3 = 5
      CEIL3_5 = 5
      CEIL5_1 = 5
      CEIL5_2 = 5
      SLIME14 = 5
      SLIME15 = 5
      FLOOR7_2 = 8

      BMARB1 = 5
      BMARB2 = 5
      BMARB3 = 5
      DARKF01 = 5
      DARKF02 = 5
      DARKF03 = 5
      DARKM01 = 5

      G04 = 5
      G05 = 5
      G06 = 5
      G07 = 5
      G08 = 5
      G09 = 5
      G10 = 5
      G14 = 5
      G15 = 5
      G18 = 5
      G19 = 5
      G21 = 5

      GMET01 = 5
      GMET02 = 5
      GMET03 = 5
      GMET04 = 5
      GMET05 = 5
      GMET06 = 5
      GMET07 = 5

      GRATE3 = 5
      GRATE4 = 5

      QFLAT05 = 5
      QFLAT06 = 5
      QFLAT10 = 5

      TILES4 = 5
      TILES5 = 5
      TILES6 = 5
    }
  }

  hell_armaetuscave =
  {
    env  = "cave"
    prob = 60

    walls =
    {
    RDROK1   = 80
    RDROK2   = 80
    SP_ROCK1 = 50
    ASHWALL2 = 50
    ASHWALL3 = 50
    ASHWALL4 = 50
    ASHWALL6 = 50
    ASHWALL7 = 50
    ASH05    = 50
    ROK04    = 35
    ROK05    = 35
    ROK12    = 35
    ROK13    = 35
    ROK14    = 30
    ROK15    = 30
    ROK20    = 20
    ROK21    = 20
    ROK22    = 20
    ROK23    = 20
    ROK24    = 15
    ROK25    = 15
    ROK26    = 10
    }

    floors =
    {
     FLAT10 = 60
     MFLR8_3 = 50
     RROCK03 = 50
     RROCK09 = 30
    }
  }

  hell_fireycave =
  {
    env  = "cave"
    prob = 60

    light_adjusts = { 32,48,64 }

    walls =
    {
      ROCKRED1 = 50
      HELLROK1 = 30
      RDROK1   = 20
      RDROK2   = 20
      CRACKRED = 15
      CRACKRD2 = 15
      FIREBLU1 = 15
      CRACKLE2 =  5
      CRACKLE4 =  5
      FIREBLK1 =  3
    }

    floors =
    {
      FLOOR6_2 = 40
      FLOOR6_1 = 20

      RROCK01  = 20
      RROCK05  = 20
      RROCK03  = 10
      RROCK02  = 5
    }
  }

  -- Hell has frozen over!
  hell_icecave =
  {
    env  = "cave"
    prob = 50

    light_adjusts = { 8,16,24 }

    walls =
    {
    SNOW03 = 50
    SNOW07 = 100
    SNOW08 = 100
    SNOW09 = 100
    SNOW10 = 100
    SNOW11 = 100
    SNOW12 = 100
    SNOW13 = 100
    SNOW14 = 100
    SNOW15 = 100
    }

    floors =
    {
    SNOW1 = 50
    SNOW5 = 50
    SNOW6 = 50
    SNOW7 = 50
    SNOW8 = 50
    }
  }

--  18 through 20 don't tile horizontally well so I removed them. 14 and 30 seems more like it works for exterior.
  urban_ArmaetusBricks =
  {
    env = "building"
    prob = 100

    walls =
    {
      BRIKS01 = 15
      BRIKS02 = 15
      BRIKS03 = 15
      BRIKS04 = 15
      BRIKS05 = 15
      BRIKS06 = 15
      BRIKS07 = 15
      BRIKS08 = 15
      BRIKS09 = 15
      BRIKS10 = 15
      BRIKS11 = 15
      BRIKS12 = 15
      BRIKS14 = 15
      BRIKS15 = 15
      BRIKS16 = 15
      BRIKS17 = 15
      BRIKS21 = 15
      BRIKS22 = 15
      BRIKS23 = 15
      BRIKS24 = 15
      BRIKS25 = 15
      BRIKS26 = 15
      BRIKS27 = 15
      BRIKS28 = 15
      BRIKS29 = 15
      BRIKS33 = 15
      BRIKS34 = 15
      BRIKS35 = 15
      BRIKS36 = 15
      BRIKS40 = 15
      BRIKS43 = 15

      URBAN1 = 15
      URBAN2 = 15
      URBAN3 = 15
    }

    floors =
    {
      FLAT1_1 = 25
      FLAT1_2 = 30
      FLAT1   = 30
      FLAT5   = 15
      FLAT5_1 = 25
      FLAT5_2 = 30
      FLAT5_4 = 20
      FLAT5_5 = 25
      FLAT8   = 30

      FLOOR0_1 = 20
      FLOOR0_2 = 20
      FLOOR0_3 = 20
      FLOOR4_6 = 20
      FLOOR5_3 = 25
      FLOOR5_4 = 10

      TILES1 = 80
      TILES2 = 80
      TILES3 = 80
      TILES4 = 80
      TILES5 = 80
      TILES6 = 80

      GMET04 = 80
      GMET05 = 80

      CARPET1 = 15
      CARPET2 = 15
      CARPET3 = 15
      CARPET4 = 15
      CARPET5 = 15
      CARPET6 = 15
      CARPET7 = 15
      CARPET8 = 15

      FFLAT01 = 80
    }

    ceilings =
    {
      FLAT1   = 50
      FLAT5_4 = 20
      FLAT5_5 = 15
      RROCK10 = 20
      RROCK14 = 20
      CEIL1_1 = 30
      FLAT5_2 = 10
      MFLR8_1 = 10
      SLIME13 = 5
    }
  }

  urban_MoreWood =
  {
    env = "building"
    prob = 75

    walls =
    {
      WOOD1 = 50
      WOOD3 = 50
      WOOD5 = 50
      WOOD12 = 50
      WOODVERT = 50
      WD03   = 50
      WD04   = 50
      WOOD15 = 50
      WOOD16 = 50
      WOOD17 = 50
      WOOD18 = 30
    }

    floors =
    {
      FLAT5_1 = 80
      FLAT5_2 = 80
      FLAT5_5 = 50

      CARPET1 = 15
      CARPET2 = 15
      CARPET3 = 15
      CARPET4 = 15
      CARPET5 = 15
      CARPET6 = 15
      CARPET7 = 15
      CARPET8 = 15

      WOODTIL = 30
      WOODTI2 = 30
      FFLAT01 = 30
    }

    ceilings =
    {
      CEIL1_1 = 70
      FLAT5_2 = 50
      GSTN01  = 30
      GSTN02  = 30
      SLIME14 = 20
      SLIME15 = 20
    }
  }

  -- MSSP: anything that vaguely looks like cement
  urban_Cement =
  {
    env = "building"
    prob = 100

    walls =
    {
      CEM01 = 5
      CEM02 = 5
      CEM06 = 5
      CEM07 = 5
      CEM09 = 5
      CEM10 = 10
      CEM11 = 10
      STON7 = 10
      STONE10 = 10
      STONE8 = 10
      STONE9 = 7.5

      BRONZEG1 = 5
      BRONZEG2 = 5
      BRONZEG3 = 5
      BROWN2 = 5
      BROWN3 = 5

      GRAY6 = 5
      GRAY8 = 5
      GRAY9 = 5
      SHAWN01C = 5
      SHAWN01D = 5
      SHAWN01E = 5
      SHAWN01F = 5
      SHAWN4 = 2.5
      SHAWN5 = 5
    }

    floors =
    {
      FFLAT01 = 100
      SHINY01 = 50
      SHINY02 = 50
      STARGRF = 50
      TILES4 = 100
      TILES5 = 100
      TILES6 = 100
      FLOOR4_7 = 100

      FLOOR1_6 = 75
      FLAT14 = 75

      FLAT3 = 25
      FLAT4 = 15
      FLAT18 = 25
      FLAT19 = 25
      FLAT20 = 25
      FLAT1 = 50
      FLOOR0_5 = 75
      FLOOR0_3 = 75
    }

    ceilings =
    {
      FLAT1 = 50
      FLAT18 = 50
      FLAT19 = 50
      FLAT3 = 25
      FLAT5_4 = 50
    }
  }

  -- MSSP: emphasis on a sort of dilapitated, grimy, semi-industrial look
  urban_darkGrimyIndustrial =
  {
    env = "building"
    prob = 75

    walls =
    {
      BRONZEG1 = 30
      BRONZEG2 = 30
      BRONZEG3 = 30
      BROWNGR2 = 18
      BROWNGR3 = 18
      BROWNGR4 = 18
      DRKCMT01 = 20
      DRKCMT02 = 20
      DRKCMT03 = 20
      DRKCMT04 = 20
      DRKCMT05 = 40
      DRKCMT06 = 40
      GOTH15 = 15
      GOTH17 = 15
      GOTH18 = 15
      GOTH31 = 50
      GOTH36 = 15
      GOTH37 = 15
      METAL8 = 20
      METAL9 = 20
      METL01 = 10
      METL02 = 25
      METL03 = 25
      RUSTWALL = 60
      RUSTWAL2 = 60
    }

    floors =
    {
      FLAT1 = 40

      BLACK0 = 25
      BMARB1 = 25
      DARKF01 = 50
      DARKF02 = 50
      DARKF03 = 50
      DARKM01 = 50
      G06 = 50
      G09 = 50
      G10 = 50
      G14 = 25
      G15 = 50
      G18 = 50
      GMET02 = 50
      GMET04 = 50
      GMET05 = 50
      GMET06 = 50
      FLOOR46D = 50
      FLOOR46E = 50
      FLOOR51C = 50
      GRATE2 = 50
      GRATE3 = 75
      GRATE4 = 50
      GRATE7 = 50
      GRATE8 = 50
      MEM01 = 50
      QFLAT09 = 50
      QFLAT10 = 50
      TILES5 = 45
    }

    ceilings =
    {
      CEIL3_5 = 50
      CEIL5_1 = 50

      BLACK0 = 50
      BMARB1 = 50
      DARKF01 = 50
      DARKF02 = 50
      DARKF03 = 50
      DARKM01 = 50
      G15 = 50
      GMET01 = 50
      GMET02 = 20
      GMET03 = 50
      GMET04 = 50
      GMET05 = 50
      GMET06 = 15
      GRATE4 = 50
      MEM01 = 50
      QFLAT06 = 50
      QFLAT09 = 50
    }
  }

  -- MSSP: inspired by Return to Castle Wolfenstein!
  -- Emphasis on grey/dark bricks and wood floors/ceilings
  urban_returnToCastleWolf =
  {
    env = "building"
    prob = 50

    walls =
    {
      -- black/grey
      ROCK1 = 25
      ROCK3 = 25

      BRIKS01 = 35
      BRIKS02 = 20
      BRIKS04 = 25
      BRIKS05 = 25
      BRIKS07 = 20
      BRIKS09 = 25
      BRIKS10 = 50
      BRIKS11 = 50
      BRIKS13 = 50
      BRIKS18 = 75
      BRIKS21 = 50
      BRIKS23 = 50
      BRIKS26 = 25
      BRIKS27 = 25
      BRIKS29 = 75
      BRIKS30 = 75
      BRIKS32 = 25
      BRIKS33 = 50
      BRIKS35 = 50
      BRIKS36 = 50
      BRIKS39 = 50
      BRIKS43 = 50
      BRONZEG1 = 50
      BRONZEG2 = 50
      BRONZEG3 = 50
      BROWN2 = 25
      BROWN3 = 25
      CATACMB3 = 50
      KSTONE1 = 50
      ROK03 = 50
      ROK17 = 50
      ROK18 = 50
    }

    floors =
    {
      CEIL1_1 = 50
      FLAT5_1 = 50
      FLAT5_2 = 50
      G02 = 50
      G03 = 50
      GWOD01 = 50
      GWOD02 = 50
      GWOD03 = 50
      GWOD04 = 50
      WOODTI2 = 50
      WOODTIL = 50

      -- deliberately no stone floors
    }

    ceilings =
    {
      -- woods (same as floors)
      CEIL1_1 = 50
      FLAT5_1 = 50
      FLAT5_2 = 50
      G02 = 50
      G03 = 50
      GWOD01 = 50
      GWOD02 = 50
      GWOD03 = 50
      GWOD04 = 50
      WOODTI2 = 50
      WOODTIL = 50

      -- stone (dark also)
      FLAT5 = 50
      FLAT5_7 = 25
      FLAT5_8 = 25

      BMARB1 = 15
      BMARB2 = 25
      BMARB3 = 15
      RROCK13 = 25
      BLACK0 = 25
      DARKF03 = 25
      FFLAT01 = 25
      G04 = 15
      G05 = 15
      G06 = 15
      G07 = 15
      G08 = 15
      G11 = 15
      G12 = 50
      G19 = 50
      GMET02 = 10
      GMET03 = 10
      GMET04 = 10
      GMET05 = 10
      GMET06 = 10
      GSTN02 = 25
      MEM01 = 50
      QFLAT10 = 50
      RROCK13 = 25
      TILES5 = 25
    }
  }

  urban_armaetuscave =
  {
    env  = "cave"
    prob = 60

    walls =
    {

    SP_ROCK1 = 30
    ASHWALL2 = 50
    ASHWALL3 = 50
    ASHWALL4 = 50
    ASHWALL6 = 50
    ASHWALL7 = 50
    ASH05    = 50
    ROK04    = 35
    ROK05    = 35
    ROK12    = 35
    ROK13    = 35
    ROK14    = 30
    ROK15    = 30
    ROK20    = 20
    ROK21    = 20
    ROK22    = 20
    ROK23    = 20
    ROK24    = 15
    ROK25    = 15
    ROK26    = 10
    }

    floors =
    {
     FLAT10 = 60
     MFLR8_3 = 50
     RROCK03 = 50
     RROCK09 = 30
     FLAT5_4 = 10
    }
  }

}

-- Custom liquids
ARMAETUS_LIQUIDS =
{
  tech =
  {
    liquids =
    {
      hotlava = 3
      magma   = 3
      qlava   = 3
      purwater = 15
      sludge  = 40
      gwater  = 50
      ice     = 20
      ice2    = 20
    }
  }

  urban =
  {
    liquids =
    {
      hotlava = 5
      magma   = 5
      qlava   = 5
      purwater = 20
      sludge  = 60
      gwater  = 60
      ice     = 20
      ice2    = 20
    }
  }

  hell =
  {
    hotlava = 80
    magma   = 80
    qlava   = 80
    purwater = 5
    sludge  = 20
    gwater  = 25
    ice     = 40
    ice2    = 40
  }

  exclusions =
  {
    desert =
    {
      "ice1",
      "ice2"
    }
  }
}

-- Custom sink definitions as well as probability tables.
ARMAETUS_SINK_DEFS =
{
  liquid_warning_strip =
  {
    mat = "_LIQUID"
    dz  = -8

    trim_mat = "WARN1"
    trim_dz  = 0
  }

  light_TLITE5_1 =
  {
    mat = "TLITE5_1"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_TLITE5_2 =
  {
    mat = "TLITE5_2"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_TLITE5_3 =
  {
    mat = "TLITE5_3"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_TLITE65B =
  {
    mat = "TLITE65B"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_TLITE65G =
  {
    mat = "TLITE65G"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_TLITE65O =
  {
    mat = "TLITE65O"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_TLITE65W =
  {
    mat = "TLITE65W"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_TLITE65Y =
  {
    mat = "TLITE65Y"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_LIGHTS1 =
  {
    mat = "LIGHTS1"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_LIGHTS2 =
  {
    mat = "LIGHTS2"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_LIGHTS3 =
  {
    mat = "LIGHTS3"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_LIGHTS4 =
  {
    mat = "LIGHTS4"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE01 =
  {
    mat = "GLITE01"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE02 =
  {
    mat = "GLITE02"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE03 =
  {
    mat = "GLITE03"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE04 =
  {
    mat = "GLITE04"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE05 =
  {
    mat = "GLITE05"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE06 =
  {
    mat = "GLITE06"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE07 =
  {
    mat = "GLITE07"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE08 =
  {
    mat = "GLITE08"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_GLITE09 =
  {
    mat = "GLITE09"
    dz  = 8
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
    trim_light = 16
  }

  light_COLLITE1 = -- green
  {
    mat = "LITES04"
    dz = 62
    light = 32

    trim_mat = "COLLITE1"
    trim_dz = -2
    trim_light = 24
  }

  light_COLLITE2 = -- orange
  {
    mat = "LITES03"
    dz = 62
    light = 32

    trim_mat = "COLLITE2"
    trim_dz = -2
    trim_light = 24
  }

  light_COLLITE3 = -- blue
  {
    mat = "LITES02"
    dz = 62
    light = 32

    trim_mat = "COLLITE3"
    trim_dz = -2
    trim_light = 24
  }

  light_RDWAL01 = -- red
  {
    mat = "LITES01"
    dz = 62
    light = 32

    trim_mat = "RDWAL01"
    trim_dz = -2
    trim_light = 24
  }

  ceiling_sink_TEKWALL8 = -- red
  {
    mat = "TEKWALL8"
    dz = 8
    light = 32

    trim_mat = "METAL7"
    trim_dz = -8
    light = 16
  }

  ceiling_sink_TEKWALL9 = -- green
  {
    mat = "TEKWALL9"
    dz = 8
    light = 32

    trim_mat = "METAL7"
    trim_dz = -8
    light = 16
  }

  ceiling_sink_TEKWALLA = -- purple
  {
    mat = "TEKWALLA"
    dz = 8
    light = 32

    trim_mat = "METAL7"
    trim_dz = -8
    light = 16
  }

  ceiling_sink_TEKWALLB = -- blue
  {
    mat = "TEKWALLB"
    dz = 8
    light = 32

    trim_mat = "METAL7"
    trim_dz = -8
    light = 16
  }

  ceiling_sink_TEKWALLC = -- pink
  {
    mat = "TEKWALLC"
    dz = 8
    light = 32

    trim_mat = "METAL7"
    trim_dz = -8
    light = 16
  }

  ceiling_sink_TEKWALLD = -- cyan
  {
    mat = "TEKWALLD"
    dz = 8
    light = 32

    trim_mat = "METAL7"
    trim_dz = -8
    light = 16
  }

  ceiling_sink_TEKWALLE = -- orange
  {
    mat = "TEKWALLE"
    dz = 8
    light = 32

    trim_mat = "METAL7"
    trim_dz = -8
    light = 16
  }

  ceiling_sink_SILVER2R = -- silver lights red
  {
    mat = "LITES01"
    dz = 48
    light = 32

    trim_mat = "SILVER2R"
    trim_dz = -16
    light = 16
  }

  ceiling_sink_SILVER2O = -- silver lights orange
  {
    mat = "LITES03"
    dz = 48
    light = 32

    trim_mat = "SILVER2O"
    trim_dz = -16
    light = 16
  }

  ceiling_sink_SILVER2Y = -- silver lights yellow
  {
    mat = "LITES03"
    dz = 48
    light = 32

    trim_mat = "SILVER2Y"
    trim_dz = -16
    light = 16
  }

  ceiling_sink_SILVER2W = -- silver lights white
  {
    mat = "LIGHTS3"
    dz = 48
    light = 32

    trim_mat = "SILVER2W"
    trim_dz = -16
    light = 16
  }

  ceiling_sink_SILVER2G = -- silver lights green
  {
    mat = "LITES04"
    dz = 48
    light = 32

    trim_mat = "SILVER2G"
    trim_dz = -16
    light = 16
  }

  -- hell cielings

  ceiling_sink_SKINLOW1 =
  {
    mat = "SKINFLT1"
    dz = 112
    light = 16

    trim_mat = "SKINLOW1"
    trim_dz = -16
    light = 8
  }

  ceiling_sink_SKINMET3 =
  {
    mat = "SKINFLT1"
    dz = 112
    light = 16

    trim_mat = "SKINMET3"
    trim_dz = -16
    light = 8
  }

  ceiling_sink_SKINMET4 =
  {
    mat = "SKINFLT1"
    dz = 112
    light = 16

    trim_mat = "SKINMET4"
    trim_dz = -16
    light = 8
  }

  ceiling_sink_SKINMET5 =
  {
    mat = "SKINFLT1"
    dz = 112
    light = 16

    trim_mat = "SKINMET5"
    trim_dz = -16
    light = 8
  }

  ceiling_sink_SKINMET6 =
  {
    mat = "SKINFLT1"
    dz = 112
    light = 16

    trim_mat = "SKINMET6"
    trim_dz = -16
    light = 8
  }

  ceiling_sink_SKINMET7 =
  {
    mat = "FLAT5_3"
    dz = 112
    light = 16

    trim_mat = "SKINMET7"
    trim_dz = -16
    light = 8
  }

  ceiling_sink_GOTH18 = -- metal tiles
  {
    mat = "DARKF03"
    dz = 64
    light = 16

    trim_mat = "GOTH18"
    trim_dz = 0
    light = 8
  }

  ceiling_sink_GOTH19 = -- tall red cross
  {
    mat = "GLITE04"
    dz = 128
    light = 16

    trim_mat = "GOTH19"
    trim_dz = 0
    light = 8
  }

  ceiling_sink_GOTH20 = -- small red cross
  {
    mat = "GLITE03"
    dz = 96
    light = 16

    trim_mat = "GOTH20"
    trim_dz = 0
    light = 8
  }

  ceiling_sink_GOTH21 = -- horizontal red line
  {
    mat = "GLITE04"
    dz = 32
    light = 16

    trim_mat = "GOTH21"
    trim_dz = 0
    light = 8
  }

  -- based on composite textures from GOTH21
  ceiling_sink_GOTH21Y =
  {
    mat = "T_GHFLY"
    dz = 32
    light = 16

    trim_mat = "T_GTHLY"
    trim_dz = 0
    light = 8
  }

  ceiling_sink_GOTH21G =
  {
    mat = "T_GHFLG"
    dz = 32
    light = 16

    trim_mat = "T_GTHLG"
    trim_dz = 0
    light = 8
  }

  ceiling_sink_GOTH21B =
  {
    mat = "T_GHFLB"
    dz = 32
    light = 16

    trim_mat = "T_GTHLB"
    trim_dz = 0
    light = 8
  }

  ceiling_sink_GOTH21P =
  {
    mat = "T_GHFLP"
    dz = 32
    light = 16

    trim_mat = "T_GTHLP"
    trim_dz = 0
    light = 8
  }

  ceiling_sink_GOTH15 = -- double dark trimmed
  {
    mat = "DARKM01"
    dz = 128

    trim_mat = "GOTH15"
    trim_dz = 0
  }

  ceiling_sink_GOTH17 = -- wide beam
  {
    mat = "DARKF03"
    dz = 32

    trim_mat = "GOTH17"
    trim_dz = 0
  }

  ceiling_sink_GOTH28 = -- scary faces
  {
    mat = "G05"
    dz = 128

    trim_mat = "GOTH28"
    trim_dz = 0
  }

  ceiling_sink_GOTH47 = -- small brown skulls
  {
    mat = "G09"
    dz = 48

    trim_mat = "GOTH47"
    trim_dz = -16
  }

  ceiling_sink_GOTH48 = -- large brown skulls
  {
    mat = "GMET02"
    dz = 48

    trim_mat = "GOTH48"
    trim_dz = -16
  }

  ceiling_sink_GOTH49 = -- inset brown skulls
  {
    mat = "G14"
    dz = 48

    trim_mat = "GOTH49"
    trim_dz = -16
  }

  -- hell floors
  floor_sink_GOTH22 =
  {
    mat = "GMET04"
    dz = -16

    trim_mat = "GOTH22"
    trim_dz = 0
  }

  -- urban-ish carpets -MSSP
  floor_sink_CARPET1 =
  {
    mat = "CARPET1"
    dz = 0

    trim_mat = "ORANFLOR"
    trim_dz = 0
  }

  floor_sink_CARPET1 =
  {
    mat = "CARPET1"
    dz = 0

    trim_mat = "ORANFLOR"
    trim_dz = 0
  }

  floor_sink_CARPET1 =
  {
    mat = "CARPET1"
    dz = 0

    trim_mat = "ORANFLOR"
    trim_dz = 0
  }

  floor_sink_CARPET2 =
  {
    mat = "CARPET2"
    dz = 0

    trim_mat = "ORANFLOR"
    trim_dz = 0
  }

  floor_sink_CARPET2 =
  {
    mat = "CARPET2"
    dz = 0

    trim_mat = "CEIL5_1"
    trim_dz = 0
  }

  floor_sink_CARPET3 =
  {
    mat = "CARPET3"
    dz = 0

    trim_mat = "ORANFLOR"
    trim_dz = 0
  }

  floor_sink_CARPET4 =
  {
    mat = "CARPET4"
    dz = 0

    trim_mat = "CEIL5_1"
    trim_dz = 0
  }

  floor_sink_CARPET5 =
  {
    mat = "CARPET5"
    dz = 0

    trim_mat = "CEIL5_1"
    trim_dz = 0
  }

  floor_sink_CARPET6 =
  {
    mat = "CARPET6"
    dz = 0

    trim_mat = "CEIL5_1"
    trim_dz = 0
  }

  floor_sink_CARPET7 =
  {
    mat = "CARPET7"
    dz = 0

    trim_mat = "ORANFLOR"
    trim_dz = 0
  }

  floor_sink_CARPET8 =
  {
    mat = "CARPET8"
    dz = 0

    trim_mat = "FLAT19"
    trim_dz = 0
  }

  -- tech carpets
  floor_sink_carpet_FLAT15 =
  {
    mat = "FLAT15"
    dz = 0

    trim_mat = "FASHBLU"
    trim_dz = 0
  }

  floor_sink_carpet_FLOOR1_1 =
  {
    mat = "FLOOR1_1"
    dz = 0

    trim_mat = "FLAT15"
    trim_dz = 0
  }

  floor_sink_carpet_FLOOR1_2 =
  {
    mat = "FLOOR1_2"
    dz = 0

    trim_mat = "FASHBLU"
    trim_dz = 0
  }

  -- generic sinks based from CEIL4_3, recolored composites
  floor_c43_red =
  {
    mat = "T_CL43R"
    dz  = -8
  }

  floor_c43_yellow =
  {
    mat = "T_CL43Y"
    dz  = -8
  }

  floor_c43_green =
  {
    mat = "T_CL43G"
    dz  = -8
  }

  floor_c43_purple =
  {
    mat = "T_CL43P"
    dz  = -8
  }

  light_side1_red =
  {
    mat = "T_CL43R"
    dz  = 16
    light = 32

    trim_mat = "LITE5"
    trim_dz  = 0
  }

  light_side1_yellow =
  {
    mat = "T_CL43Y"
    dz  = 16
    light = 32

    trim_mat = "LITE5"
    trim_dz  = 0
  }

  light_side1_green =
  {
    mat = "T_CL43G"
    dz  = 16
    light = 32

    trim_mat = "LITE5"
    trim_dz  = 0
  }

  light_side1_purple =
  {
    mat = "T_CL43P"
    dz  = 16
    light = 32

    trim_mat = "LITE5"
    trim_dz  = 0
  }

  light_lite5_red =
  {
    mat = "CEIL5_1"
    dz  = 16
    light = 32

    trim_mat = "T_VSLTER"
    trim_dz  = 0
  }

  light_lite5_orange =
  {
    mat = "CEIL5_1"
    dz  = 16
    light = 32

    trim_mat = "T_VSLTEO"
    trim_dz  = 0
  }

  light_lite5_yellow =
  {
    mat = "CEIL5_1"
    dz  = 16
    light = 32

    trim_mat = "T_VSLTEY"
    trim_dz  = 0
  }

  light_lite5_green =
  {
    mat = "FLAT23"
    dz  = 16
    light = 32

    trim_mat = "T_VSLTEG"
    trim_dz  = 0
  }

  light_lite5_purple =
  {
    mat = "FLAT23"
    dz  = 16
    light = 32

    trim_mat = "T_VSLTEP"
    trim_dz  = 0
  }

  -- more weird ceiling liquids for hell

  ceil_purple_water =
  {
    mat = "PURW1"
    dz    = 64

    trim_mat = "BROWN2"
    trim_dz  = -8
  }

  ceil_emagma =
  {
    mat = "MAGMA1"
    dz    = 64

    trim_mat = "BRIKS39"
    trim_dz  = -8
  }

  ceil_qlava2 =
  {
    mat = "QLAVA1"
    dz    = 64

    trim_mat = "BRIKS40"
    trim_dz  = -8
  }

  ceil_esludge =
  {
    mat = "SLUDGE01"
    dz    = 64

    trim_mat = "DRKCMT05"
    trim_dz  = -8
  }

  ceil_liquid_snow =
  {
    mat = "SNOW9"
    dz    = 64

    trim_mat = "URBAN3"
    trim_dz  = -8
  }

  floor_warn_streets =
  {
    mat = "CEIL5_1"
    dz = 2

    trim_mat = "WARN1"
    trim_dz = 2
  }

  floor_asphalt_streets =
  {
    mat = "ROAD1"
    dz = 2

    trim_mat = "WARN1"
    trim_dz = 2
  }

  floor_cobble1_streets =
  {
    mat = "ROAD2"
    dz = 2

    trim_mat = "FLAT1"
    trim_dz = 2
  }

  floor_cobble2_streets =
  {
    mat = "ROAD3"
    dz = 2

    trim_mat = "FLAT5_4"
    trim_dz = 2
  }

  floor_cobble3_streets =
  {
    mat = "ROAD4"
    dz = 2

    trim_mat = "FLAT5_5"
    trim_dz = 2
  }
}

ARMAETUS_THEMES =
{
  tech =
  {
    wide_halls =
    {
      deuce = 50
      metro = 25
      ducts = 50
      conveyor = 50
      pipeline = 50
    }

    facades =
    {
      STARTAN3 = 50
      STARG3 = 50
      BRONZE1 = 25
      BRONZE3 = 25
      BRONZE5 = 15
      BRONZE6 = 10
      BRONZEG3 = 10

      GRAY6 = 25
      GRAY8 = 25
      GRAY9 = 25

      STONE  = 20
      STONE2 = 20
      STONE3 = 20

      BROWN1 = 20
      BROWNGRN = 20
      BRVINE = 20
      BROVINE2 = 20
      BROWNGR2 = 10
      BROWNGR3 = 10
      BROWNGR4 = 10
      GRAYVINE = 10

      TEKGREN2 = 15
      TEKSHAW  = 15
      TEKGRY01 = 15
      TEKGRY02 = 10

      GRAYMET2 = 10
      GRAYMET3 = 10
      GRAYMET4 = 10
      GRAYMET5 = 10
      BROWN2   = 10
      BROWN3   = 10


      METAL8 = 12
      METAL9 = 12
      METAL10 = 12

      SHAWN4 = 15
      SHAWN5 = 15
      HEX01 = 15
    }

    fence_groups =
    {
      fence_firestorm_red = 25
      fence_firestorm_blue = 25
      fence_construction = 20
      fence_highway_bars_warnstep = 20
    }

    wall_groups =
    {
      gtd_wall_server_room2 = 25
      gtd_collite_set_green = 7
      gtd_collite_set_orange = 7
      gtd_collite_set_blue = 7
      gtd_collite_set_red = 7
      gtd_wall_lit_box_blue = 9
      gtd_wall_lit_box_red = 9
      gtd_wall_lit_box_white = 9
      gtd_wall_metal_warning = 20
      gtd_wall_vertical_light_1 = 8
      gtd_wall_vertical_light_2 = 8
      gtd_wall_vertical_light_3 = 8
      gtd_wall_hydroponics = 15
      gtd_computers_shawn = 15
      gtd_computers_compsta = 15
      gtd_wall_teklitecomp_red = 7
      gtd_wall_teklitecomp_orange = 7
      gtd_wall_teklitecomp_blue = 7
      gtd_wall_grated_machines_epic = 20
    }

    window_groups =
    {
      gtd_window_chainlinks = 40
      gtd_window_bulletproof_glass = 15
      gtd_window_bulletproof_glass_green = 15
      gtd_window_bulletproof_glass_orange = 15
      gtd_window_tall_and_glassy = 10
      gtd_window_goffik = 2.5
      gtd_window_goffik_gold = 2.5
      gtd_window_octo_glass = 30
    }

    street_sinks =
    {
      floor_asphalt_streets = 10
      floor_warn_streets = 10
    }

    ceiling_sinks =
    {
      light_TLITE5_1 = 7
      light_TLITE5_2 = 7
      light_TLITE5_3 = 7
      light_TLITE65B = 7
      light_TLITE65G = 7
      light_TLITE65O = 7
      light_TLITE65W = 7
      light_TLITE65Y = 7
      light_LIGHTS1 = 7
      light_LIGHTS2 = 7
      light_LIGHTS3 = 7
      light_LIGHTS4 = 7

      light_COLLITE1 = 15
      light_COLLITE2 = 15
      light_COLLITE3 = 15
      light_RDWAL01 = 15

      light_side1_red = 15
      light_side1_yellow = 15
      light_side1_green = 15
      light_side1_purple = 5

      light_lite5_red = 15
      light_lite5_orange = 15
      light_lite5_yellow = 15
      light_lite5_green = 15
      light_lite5_purple = 5

      ceiling_sink_TEKWALL8 = 8
      ceiling_sink_TEKWALL9 = 8
      ceiling_sink_TEKWALLA = 8
      ceiling_sink_TEKWALLB = 8
      ceiling_sink_TEKWALLC = 8
      ceiling_sink_TEKWALLD = 8
      ceiling_sink_TEKWALLE = 8

      ceiling_sink_SILVER2R = 5
      ceiling_sink_SILVER2O = 5
      ceiling_sink_SILVER2Y = 5
      ceiling_sink_SILVER2W = 5
      ceiling_sink_SILVER2G = 5

      ceiling_sink_GOTH21 = 5
      ceiling_sink_GOTH21Y = 5
      ceiling_sink_GOTH21G = 5
      ceiling_sink_GOTH21B = 5
      -- ceiling_sink_GOTH21P = 5
    }

    floor_sinks =
    {
      liquid_warning_strip = 40

      floor_sink_carpet_FLAT15 = 10
      floor_sink_carpet_FLOOR1_1 = 10
      floor_sink_carpet_FLOOR1_2 = 10

      floor_c43_red = 10
      floor_c43_yellow = 10
      floor_c43_green = 10
      -- floor_c43_purple = 2
    }

    scenic_fences =
    {
      FENCE1 = 10
      FENCE2 = 10
      FENCE3 = 7
      FENCE6 = 5
      FENCE7 = 5
      FENCEC = 2
      RAIL1 = 10
      BARBWIRE = 3
      MIDWIND4 = 3
      MIDWIND6 = 3
      MIDSPAC2 = 2
      MIDSPAC4 = 5
      MIDSPAC5 = 5
      MIDSPAC8 = 3
      MIDVINE1 = 1
      MIDVINE2 = 1
    }

    skyboxes =
    {
      Skybox_tech_ffvii_EPIC = 50
      Skybox_generic_EPIC = 50
      Skybox_craneo_fishing_village_EPIC = 25
      Skybox_garrett_winterfall_EPIC = 12
      Skybox_craneo_space_shuttle_EPIC = 50
      Skybox_city_bridge_EPIC = 35
      Skybox_urban_cyber_EPIC = 35
    }
  }

  urban =
  {
    wide_halls =
    {
      deuce = 50
      metro = 50
      ducts = 50
    }

    facades =
    {
      BIGBRIK1 = 50
      BIGBRIK2 = 50
      STUCCO   = 50
      STUCCO1  = 20
      STUCCO3  = 20

      BSTONE1 = 25
      BSTONE2 = 25

      BRICK1 = 25
      BRICK10 = 25
      BRICK11 = 25
      BRICK12 = 25
      BRICK5  = 25
      BRICK6  = 25
      BRICK7  = 25
      BRICK8  = 25
      BRICK9  = 25

      STONE    = 25
      BIGSTONE = 25
      BIGSTON2 = 25
      BIGSTON3 = 25
      BIGSTON4 = 25
      STONE2   = 15
      STONE3   = 15

      BRIKS01 = 20
      BRIKS02 = 20
      BRIKS04 = 20
      BRIKS05 = 20
      BRIKS06 = 20
      BRIKS10 = 20
      BRIKS12 = 20
      BRIKS13 = 20
      BRIKS14 = 20
      BRIKS15 = 20
      BRIKS16 = 20
      BRIKS17 = 20
      BRIKS21 = 20
      BRIKS22 = 20
      BRIKS23 = 20
      BRIKS24 = 20
      BRIKS25 = 10
      BRIKS26 = 20
      BRIKS27 = 20
      BRIKS28 = 10
      BRIKS29 = 15
      BRIKS30 = 10
      BRIKS31 = 10
      BRIKS32 = 10
      BRIKS33 = 15
      BRIKS34 = 20
      BRIKS35 = 15
      BRIKS36 = 15
      BRIKS37 = 10
      BRIKS38 = 10
      BRIKS39 = 15
      BRIKS40 = 10
      BRIKS41 = 10
      BRIKS42 = 15
      BRIKS43 = 20
      GOTH45  = 20
      ROK17   = 20
      ROK18   = 20
      ROK19   = 15

      URBAN1 = 20
      URBAN2 = 20
      URBAN3 = 20
      URBAN4 = 20

      METAL2 = 15
      BRONZE1 = 10
      BRONZE3 = 10
    }

    fence_groups =
    {
      fence_construction = 50
      fence_highway_bars_warnstep = 25
    }

    wall_groups =
    {
      gtd_tall_glass_epic_yellow = 2
      gtd_tall_glass_epic_orange = 2
      gtd_tall_glass_epic_red = 2
      gtd_tall_glass_epic_blue = 2
      gtd_wall_churchy_glass = 1
      gtd_winglass_wall = 4
      gtd_collite_set_green = 1
      gtd_collite_set_orange = 1
      gtd_collite_set_blue = 1
      gtd_collite_set_red = 1
      gtd_wall_lit_box_blue = 3
      gtd_wall_lit_box_red = 3
      gtd_wall_lit_box_white = 3
      gtd_wall_metal_warning = 8
      gtd_wall_vertical_light_1 = 2
      gtd_wall_vertical_light_2 = 2
      gtd_wall_vertical_light_3 = 2
      gtd_epic_craneo_paintings = 10
      gtd_computers_shawn = 2
      gtd_computers_compsta = 2
      gtd_wall_hell_bottom_glass = 15
      gtd_wall_arcade = 15
      gtd_wall_teklitecomp_red = 1
      gtd_wall_teklitecomp_orange = 1
      gtd_wall_teklitecomp_blue = 1
      gtd_wall_grated_machines_epic = 4
    }

    window_groups =
    {
      gtd_window_gothic_epic = 30
      gtd_window_chainlinks = 40
      gtd_window_bulletproof_glass = 10
      gtd_window_bulletproof_glass_green = 10
      gtd_window_bulletproof_glass_orange = 10
      gtd_window_tall_and_glassy = 60
      gtd_window_goffik = 5
      gtd_window_goffik_gold = 5
      gtd_window_octo_glass = 20
    }

    street_sinks =
    {
      floor_asphalt_streets = 10
      floor_warn_streets = 10
    }

    ceiling_sinks =
    {
      light_TLITE5_1 = 7
      light_TLITE5_2 = 7
      light_TLITE5_3 = 7
      light_TLITE65B = 7
      light_TLITE65G = 7
      light_TLITE65O = 7
      light_TLITE65W = 7
      light_TLITE65Y = 7
      light_LIGHTS1 = 7
      light_LIGHTS2 = 7
      light_LIGHTS3 = 7
      light_LIGHTS4 = 7

      light_COLLITE1 = 15
      light_COLLITE2 = 15
      light_COLLITE3 = 15
      light_RDWAL01 = 15

      light_side1_red = 15
      light_side1_yellow = 15
      light_side1_green = 15
      light_side1_purple = 5

      light_lite5_red = 15
      light_lite5_orange = 15
      light_lite5_yellow = 15
      light_lite5_green = 15
      light_lite5_purple = 5

      ceiling_sink_TEKWALL8 = 7
      ceiling_sink_TEKWALL9 = 7
      ceiling_sink_TEKWALLA = 7
      ceiling_sink_TEKWALLB = 7
      ceiling_sink_TEKWALLC = 7
      ceiling_sink_TEKWALLD = 7
      ceiling_sink_TEKWALLE = 7

      ceiling_sink_GOTH15 = 20
      ceiling_sink_GOTH17 = 20

      ceiling_sink_GOTH21 = 5
      ceiling_sink_GOTH21Y = 5
      ceiling_sink_GOTH21G = 5
      ceiling_sink_GOTH21B = 5
      ceiling_sink_GOTH21P = 5
    }

    floor_sinks =
    {
      liquid_warning_strip = 10

      floor_sink_CARPET1 = 7
      floor_sink_CARPET2 = 7
      floor_sink_CARPET3 = 7
      floor_sink_CARPET4 = 7
      floor_sink_CARPET5 = 7
      floor_sink_CARPET6 = 7
      floor_sink_CARPET7 = 7
      floor_sink_CARPET8 = 7
    }

    scenic_fences =
    {
      FENCE1 = 2
      FENCE2 = 2
      FENCE3 = 5
      FENCE6 = 10
      FENCE7 = 10
      FENCE8 = 4
      FENCE9 = 4
      FENCEA = 4
      FENCEB = 4
      FENCEC = 5
      RAIL1 = 10
      BARBWIRE = 3
      MIDSPAC2 = 4
      MIDSPAC3 = 1
      MIDSPAC5 = 2
      MIDSPAC8 = 3
      MIDWIND1 = 10
      MIDWIND2 = 2
      MIDWIND3 = 2
      MIDWIND4 = 10
      MIDWIND5 = 2
      MIDWIND6 = 10
      MIDWIND7 = 2
      MIDVINE1 = 3
      MIDVINE2 = 3
    }

    skyboxes =
    {
      Skybox_hellish_city_EPIC = 50
      Skybox_garrett_city_EPIC = 50
      Skybox_craneo_fishing_village_EPIC = 50
      Skybox_garrett_winterfall_EPIC = 25
      Skybox_craneo_egypt_EPIC = 35
      Skybox_craneo_space_shuttle_EPIC = 15
      Skybox_city_bridge_EPIC = 50
      Skybox_g99_hell_tower_EPIC = 15
      Skybox_urban_cyber_EPIC = 50
    }
  }

  hell =
  {
    wide_halls =
    {
      deuce = 50
      --metro = 20
      organs = 50
      conveyorh = 50
      -- hellcata = 50 -- because this is dependent on styles
                       -- insertion process is a bit more complicated
                       -- and initial prob is instead done via style prob bias -MSSP
    }

    facades =
    {
      GSTONE1 = 50
      WOOD5   = 50
      WOOD3   = 50

      MARBLE  = 25
      MARBLE1 = 25
      MARBLE2 = 25
      MARBLE3 = 25
      MARBGRAY = 25
      BLAKMBGY = 20

      SP_HOT1 = 20
      SP_HOT2 = 20
      SP_HOT3 = 20
      STONE   = 20
      STONE4  = 15
      STONE6  = 15
      STONE8  = 5
      STONE9  = 5

      GOTH08 = 20
      GOTH09 = 20
      GOTH10 = 20
      GOTH11 = 20
      GOTH28 = 10
      GOTH29 = 20
      GOTH30 = 20
      GOTH31 = 20
      BRIKS35 = 15
      BRIKS36 = 15
      GSTONE3 = 10

      MARBLE4 = 15
      MARBLE5 = 15
      MARBLE6 = 15
      MARBLE7 = 10
      MARBLE8 = 10
      MM205   = 15
      MM206   = 10
      MM207   = 10
      MM208   = 3

      HELMET1 = 20
      HELMET2 = 20
      CATACMB3 = 10
      CATACMB6 = 10

      HELLCMT1 = 15
      HELLCMT8 = 15
      SKTEK01 = 15
      SKTEK02 = 15
      KSTONE1 = 10
      KMARBLE2 = 5
      KMARBLE3 = 5
      KMARBLE1 = 5

      SKINMET3 = 15
      SKINMET4 = 15
      SKINMET5 = 15
      SKINMET6 = 5
      SKINMET7 = 5
      VINES1   = 5
      VINES2   = 5
      VINES3   = 5
      VINES4   = 5
      WDMET03  = 5

      BROWN1   = 5
      BRVINE   = 10

      CREYEWLL = 7
      CRFSHWLL = 7
      CRGRSWLL = 7
      CRHRTWLL = 7
    }

    wall_groups =
    {
      gtd_tall_glass_epic_yellow = 15
      gtd_tall_glass_epic_orange = 15
      gtd_tall_glass_epic_red = 15
      gtd_tall_glass_epic_blue = 15
      gtd_wall_churchy_glass = 30
      armaetus_catacomb_wall_set = 40
      armaetus_catacombs_brown = 40
      gtd_winglass_wall = 40
      gtd_collite_set_green = 6
      gtd_collite_set_orange = 6
      gtd_collite_set_blue = 6
      gtd_collite_set_red = 6
      gtd_g99 = 30
      armaetus_wallbodies = 8
      armaetus_wallbodies_bloody = 8
      armaetus_wallbodies_old = 8
      armaetus_wallbodies_bones = 8
      gtd_wall_metal_warning = 20
      gtd_wall_vertical_light_2 = 9
      gtd_wall_vertical_light_2 = 9
      gtd_wall_vertical_light_3 = 9
      gtd_wall_hell_bottom_glass = 20
    }

    window_groups =
    {
      gtd_window_gothic_epic = 50
      gtd_window_chainlinks = 30
      gtd_window_goffik = 25
      gtd_window_goffik_gold = 25
    }

    street_sinks =
    {
      floor_cobble1_streets = 10
      floor_cobble2_streets = 10
      floor_cobble3_streets = 10
    }

    ceiling_sinks =
    {
      light_GLITE01 = 10
      light_GLITE02 = 10
      light_GLITE03 = 10
      light_GLITE04 = 10
      light_GLITE05 = 10
      light_GLITE06 = 10
      light_GLITE07 = 10
      light_GLITE08 = 10
      light_GLITE09 = 10

      ceiling_sink_SKINLOW1 = 13
      ceiling_sink_SKINMET3 = 13
      ceiling_sink_SKINMET4 = 13
      ceiling_sink_SKINMET5 = 13
      ceiling_sink_SKINMET6 = 13
      ceiling_sink_SKINMET7 = 13

      ceiling_sink_GOTH15 = 20
      ceiling_sink_GOTH17 = 20
      ceiling_sink_GOTH18 = 20
      ceiling_sink_GOTH19 = 20
      ceiling_sink_GOTH20 = 20
      ceiling_sink_GOTH28 = 20

      ceiling_sink_GOTH47 = 20
      ceiling_sink_GOTH48 = 20
      ceiling_sink_GOTH49 = 20

      ceil_purple_water = 25
      ceil_emagma = 25
      ceil_qlava2 = 25
      ceil_esludge = 25
      ceil_liquid_snow = 25
    }

    floor_sinks =
    {
      floor_sink_GOTH22 = 10

      floor_sink_CARPET1 = 7
      floor_sink_CARPET2 = 7
      floor_sink_CARPET3 = 7
      floor_sink_CARPET4 = 7
      floor_sink_CARPET5 = 7
      floor_sink_CARPET6 = 7
      floor_sink_CARPET7 = 7
      floor_sink_CARPET8 = 7
    }

    scenic_fences =
    {
      FENCE2 = 5
      FENCE4 = 10
      FENCE5 = 10
      FENCE8 = 2
      FENCE9 = 4
      FENCEA = 2
      FENCEB = 4
      FENCEC = 3
      RAIL1 = 4
      BARBWIRE = 2
      MIDVINE1 = 4
      MIDVINE2 = 4
      MIDWIND1 = 7
      MIDWIND2 = 10
      MIDWIND3 = 7
      MIDWIND4 = 4
      MIDWIND5 = 8
      MIDWIND6 = 5
      MIDWIND7 = 7
      MIDSPAC2 = 5
      MIDSPAC3 = 5
      MIDSPAC6 = 5
      MIDSPAC7 = 2
      MIDSPAC8 = 4
    }

    skyboxes =
    {
      Skybox_hellish_city_EPIC = 50
      Skybox_garrett_hell_EPIC = 50
      Skybox_garrett_winterfall_EPIC = 35
      Skybox_craneo_egypt_EPIC = 35
      Skybox_city_bridge_EPIC = 15
      Skybox_g99_hell_tower_EPIC = 50
      Skybox_city_hell_bloodfalls_EPIC = 50
    }
  }
}

-- Natural textures for outdoor parks.
ARMAETUS_NATURALS =
{
  tech =
  {
    naturals =
    {
      ALTASH = 20
      ASH05 = 20
      ROK04 = 30
      ROK05 = 10
      ROK06 = 30
      ROK12 = 50
      ROK13 = 30
      ROK14 = 30
      ROK15 = 30
      ROK20 = 20
      ROK21 = 50
      ROK22 = 30
      ROK23 = 20
      VINES1 = 10
      VINES2 = 10
      VINES3 = 10
      VINES4 = 10
      MOSROK3 = 10

      GRNSTONE = 20
      GREEN01 = 20
      GREEN02 = 20
      GREEN03 = 20
    }
  }

  urban =
  {
    naturals =
    {
      ALTASH = 15
      ROK03 = 20
      ROK04 = 30
      ROK05 = 20
      ROK06 = 40
      ROK12 = 60
      ROK13 = 40
      ROK14 = 35
      ROK15 = 50
      ROK20 = 40
      ROK21 = 35
      ROK22 = 30
      ROK23 = 20
      VINES1 = 20
      VINES2 = 20
      VINES3 = 20
      VINES4 = 20
      MOSROK3 = 20

      GRNSTONE = 20
      GREEN01 = 20
      GREEN02 = 20
      GREEN03 = 20
    }
  }

  hell =
  {
    naturals =
    {
      ALTASH = 20
      ASH05 = 40
      ASHWALL1 = 10
      ROK05 = 15
      ROK12 = 10
      ROK21 = 15
      HELLROK1 = 40
      RDROK1 = 30
      RDROK2 = 35
      SKIN3 = 6
      SKIN4 = 6
      VINES1 = 3
      VINES2 = 3
      VINES3 = 3
      VINES4 = 3

      GRNSTONE = 20

      CREYEWLL = 5
      CRFSHWLL = 5
      CRGRSWLL = 5
      CRHRTWLL = 5
    }
  }
}

-- exclude tables for specific environment themes
ARMAETUS_SKYBOX_EXCLUSIONS =
{
  desert =
  {
    "Skybox_garrett_winterfall_EPIC"
  }

  snow =
  {
    "Skybox_craneo_egypt_EPIC",
    "Skybox_craneo_space_shuttle_EPIC"
  }
}

-- intercepts for the new environment theme feature

ARMAETUS_SNOW_OUTDOORS =
{
  tech =
  {
    floors =
    {
      SNOW1 = 2
      SNOW5 = 2
      SNOW6 = 2
      SNOW7 = 2
      SNOW8 = 2
      SNOW10F = 2
      SNOW11F = 2
      SNOW12F = 2
      SNOW13F = 2
      SNOW14F = 2
      SNOW03 = 2
      SNOW04 = 2
      SNOW06 = 2
      SNOW07 = 2
      SNOW08 = 2
      SNOW09 = 2
      SNOW10 = 2
      SNOW11 = 2
      SNOW12 = 2
      SNOW13 = 2
      SNOW14 = 2
      SNOW15 = 2
      SNWTF1 = 8
      SNWTF2 = 8
      SNWTF3 = 8
      SNWTF4 = 8
      SNWTF5 = 8
      SNWTF6 = 8
      SNWTF7 = 8
      SNWTF8 = 8
    }
  }

  urban =
  {
    floors =
    {
      SNOW1 = 2
      SNOW5 = 2
      SNOW6 = 2
      SNOW7 = 2
      SNOW8 = 2
      SNOW10F = 2
      SNOW11F = 2
      SNOW12F = 2
      SNOW13F = 2
      SNOW14F = 2
      SNOWBRIK = 10
      SNOWROCK = 10
      SNOWSTON = 10
      SNOW03 = 2
      SNOW04 = 2
      SNOW06 = 2
      SNOW07 = 2
      SNOW08 = 2
      SNOW09 = 2
      SNOW10 = 2
      SNOW11 = 2
      SNOW12 = 2
      SNOW13 = 2
      SNOW14 = 2
      SNOW15 = 2
    }
  }

  hell =
  {
    floors =
    {
      SNOW1 = 2
      SNOW5 = 2
      SNOW6 = 2
      SNOW7 = 2
      SNOW8 = 2
      SNOW10F = 5
      SNOW11F = 5
      SNOW12F = 5
      SNOW13F = 5
      SNOW14F = 5
      SNOWBRIK = 10
      SNOWROCK = 10
      SNOWSTON = 10
      SNOW03 = 2
      SNOW04 = 2
      SNOW06 = 2
      SNOW07 = 2
      SNOW08 = 2
      SNOW09 = 2
      SNOW10 = 2
      SNOW11 = 2
      SNOW12 = 2
      SNOW13 = 2
      SNOW14 = 2
      SNOW15 = 2
    }
  }

  floors =
  {

  }

  naturals =
  {
   SNOW03 = 5
   SNOW06 = 5
   SNOW07 = 5
   SNOW08 = 5
   SNOW09 = 5
   SNOW10 = 5
   SNOW11 = 5
   SNOW12 = 5
   SNOW13 = 3
   SNOW14 = 3
   SNOW15 = 5
  }
}

-- Snowed-in building facades, per map theme type

--[[ARMAETUS_SNOW_TECH_FACADES =
{
  SNOWWAL1 = 50
  SNOWWAL2 = 50
  SNOWWAL3 = 50
  SNOWWAL4 = 50
  STONE2   = 35
  STONE10  = 30
  BIGSTONE = 20
  BRIKS01   = 30
  BRIKS11   = 20
  BRIKS32   = 60
  BRIKS34   = 35
  BRIKS36   = 25
  BRIKS43   = 40
  BRONZEG3  = 20
  CEM10     = 30
}

ARMAETUS_SNOW_URBAN_FACADES =
{
  SNOW01 = 50
  SNOW02 = 20
  SNOW05 = 10
  SNOWWAL1 = 50
  SNOWWAL2 = 50
  SNOWWAL3 = 30
  SNOWWAL4 = 20
  STONE2   = 30
  BIGSTONE = 20
  BRIKS01   = 30
  BRIKS11   = 20
  BRIKS32   = 60
  BRIKS34   = 35
  BRIKS36   = 25
  BRIKS39   = 20
  BRIKS43   = 40
  BRONZEG3  = 20
  CEM10     = 30
  GOTHJ1    = 15
  STONE10   = 20
}

ARMAETUS_SNOW_HELL_FACADES =
{
  SNOWWAL1 = 70
  SNOWWAL2 = 70
  SNOWWAL3 = 70
  SNOWWAL4 = 70
  STONE2   = 50
  STONE3   = 40
  BIGSTONE = 30
  BRIKS01   = 30
  BRIKS11   = 20
  BRIKS32   = 60
  BRIKS34   = 35
  BRIKS36   = 25
  BRIKS43   = 40
  BRONZEG3  = 20
  CEM10     = 30
  GOTH09    = 20
  GOTH11    = 30
  GOTH12    = 10
  GOTH15    = 20
  GOTH26    = 30
  GOTH27    = 20
  GOTH28    = 25
  GOTH31    = 35
  GOTH36    = 20
  GOTH37    = 20
  KSTONE1   = 20
  METAL2    = 15
  ROK17     = 25
  ROK18     = 25
  SNOW02    = 20
  SNOW05    = 20
  STONE10   = 15
}]]

ARMAETUS_DESERT_OUTDOORS =
{
  tech =
  {
    floors =
    {
      SAND1 = 3
      SAND2 = 3
      SAND3 = 3
      SAND4 = 3
      SAND5 = 3
      SAND6 = 3
      SAND7 = 3
      GRATE3 = 2
      GRATE8 = 2
      STARTANF = 2
      MEM01 = 2
      SLIME16 = 1
      T_SDTCH1 = 5
      T_SDTCH2 = 5
      T_SDTCH3 = 5
      T_SDTCH4 = 5
      T_SDTCH5 = 5
    }
  }

  urban =
  {
    floors =
    {
      SAND1 = 100
      SAND2 = 100
      SAND3 = 100
      SAND4 = 100
      SAND5 = 100
      SAND6 = 100
      SAND7 = 100
      EG06  = 15
      EG05  = 10
      EG03  = 15
      EG02  = 10
      EG01  = 15
    }
  }

  hell =
  {
    floors =
    {
      SAND1 = 100
      SAND2 = 100
      SAND3 = 100
      SAND4 = 100
      SAND5 = 100
      SAND6 = 100
      SAND7 = 100
      EG06  = 15
      EG05  = 10
      EG03  = 15
      EG02  = 10
      EG01  = 15
    }
  }

  naturals =
  {
    ESAND1 = 45
    ESAND2 = 45
    DESROCK1 = 20
    DESROCK2 = 20
    DESROCK3 = 20
    DESROCK4 = 25
    DESROCK5 = 20
  }
}

--[[ARMAETUS_DESERT_FACADES =
{
  BSTONE1 = 15
  BSTONE2 = 15
  STUCCO  = 15
  DESBRIK1 = 80
  DESBRIK2 = 80
  DESBRIK3 = 80
  DESBRIK4 = 80
  DESBRIK5 = 80
  DESBRIK6 = 80
  DESBRIK7 = 80
  DESMARB1 = 50
  DESMARB2 = 50
  EGYPT04  = 25
  EGYPT05  = 25
  EGYPT06  = 25
}

ARMAETUS_DESERT_URBAN_FACADES =
{
  BSTONE1 = 20
  BSTONE2 = 20
  STUCCO  = 20
  DESBRIK1 = 60
  DESBRIK2 = 60
  DESBRIK3 = 60
  DESBRIK4 = 60
  DESBRIK5 = 60
  DESBRIK6 = 60
  DESBRIK7 = 60
  DESMARB1 = 35
  DESMARB2 = 35
  EGYPT04  = 15
  EGYPT05  = 15
  EGYPT06  = 15
}

ARMAETUS_DESERT_HELL_FACADES =
{
  BSTONE1 = 25
  BSTONE2 = 25
  STUCCO  = 25
  BRIKS12 = 10
  BRIKS14 = 10
  BRIKS15 = 10
  DESBRIK1 = 80
  DESBRIK2 = 80
  DESBRIK3 = 80
  DESBRIK4 = 80
  DESBRIK5 = 80
  DESBRIK6 = 80
  DESBRIK7 = 80
  DESMARB1 = 55
  DESMARB2 = 55
  EGYPT04  = 35
  EGYPT05  = 35
  EGYPT06  = 35
}]]
