--------------------------------------------------------------------
--  DOOM THEMES
--------------------------------------------------------------------
--
--  Copyright (C) 2006-2017 Andrew Apted
--  Copyright (C) 2011,2019, 2021 Armaetus
--  Copyright (C) 2019-2021 MsrSgtShooterPerson
--
--  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.
--
--------------------------------------------------------------------


DOOM.SINKS =
{
  -- sky holes --

  sky_plain =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16
  }

  sky_metal =
  {
    mat   = "_SKY"
    dz    = 48
    light = 16

    trim_mat = "METAL"
    trim_dz  = -9
    trim_light = 16
  }

  sky_shiny =
  {
    mat   = "_SKY"
    dz    = 32
    light = 16

    trim_mat = "FLAT23"
    trim_dz  = -5
    trim_light = 16
  }

  sky_red =
  {
    mat   = "_SKY"
    dz    = 32
    light = 16

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


  sky_tech1 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "STARBR2"
    trim_dz  = 0
  }

  sky_tech2 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "STARG2"
    trim_dz  = 0
  }

  sky_tech3 =
  {
    mat   = "_SKY"
    dz    = 144
    light = 16

    trim_mat = "COMPTALL"
    trim_dz  = 16
  }


  sky_urban_1 =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "WOOD4"
    trim_dz  = 0
  }

  sky_urban_2 =
  {
    mat   = "_SKY"
    dz    = 72
    light = 16

    trim_mat = "BRONZE1"
    trim_dz  = 0
  }

  sky_urban_3 =
  {
    mat   = "_SKY"
    dz    = 96
    light = 16

    trim_mat = "SLADSKUL"
    trim_dz  = 0
  }


  sky_hell_1 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "WOODMET2"
    trim_dz  = 0
  }

  sky_hell_2 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "SKINSYMB"
    trim_dz  = 0
  }

  sky_hell_3 =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "BIGBRIK2"
    trim_dz  = 0
  }

-- sky ceilings

  sky_hell_4 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "MARBFAC4"
    trim_dz  = 0
  }

  sky_bronze =
  {
    mat   = "_SKY"
    dz    = 48
    light = 16

    trim_mat = "BRONZE1"
    trim_dz  = -9
    trim_light = 16
  }

  sky_metal2 =
  {
    mat   = "_SKY"
    dz    = 48
    light = 16

    trim_mat = "METAL2"
    trim_dz  = -9
    trim_light = 16
  }

  sky_pipes =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "PIPEWAL2"
    trim_dz  = 0
  }

  sky_hell_5 =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "BIGBRIK1"
    trim_dz  = 0
  }

  sky_tech4 =
  {
    mat   = "_SKY"
    dz    = 144
    light = 16

    trim_mat = "TEKWALL4"
    trim_dz  = 16
  }

  sky_stone_1 =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "STONE2"
    trim_dz  = 0
  }

  sky_stone_2 =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "STONE3"
    trim_dz  = 0
  }

  sky_hell_6 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "WOODMET4"
    trim_dz  = 0
  }

  sky_hell_7 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "GSTVINE1"
    trim_dz  = 0
  }

  sky_hell_8 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "GSTVINE2"
    trim_dz  = 0
  }

  sky_hell_9 =
  {
    mat   = "_SKY"
    dz    = 80
    light = 16

    trim_mat = "SP_FACE1"
    trim_dz  = 0
  }

  sky_tech5 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "GRAYTALL"
    trim_dz  = 16
  }

  sky_tech6 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "BROVINE2"
    trim_dz  = 16
  }

  sky_tech7 =
  {
    mat   = "_SKY"
    dz    = 48
    light = 16

    trim_mat = "SHAWN3"
    trim_dz  = 16
  }

  sky_tech8 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "METAL1"
    trim_dz  = 16
  }

  sky_tech9 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "GRAYBIG"
    trim_dz  = 16
  }

  sky_cement =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "CEMENT9"
    trim_dz  = 16
  }

  sky_brick10 =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "BRICK10"
    trim_dz  = 16
  }

  sky_brownpip =
  {
    mat   = "_SKY"
    dz    = 112
    light = 16

    trim_mat = "BROWNPIP"
    trim_dz  = 16
  }

  sky_crackle1 =
  {
    mat   = "_SKY"
    dz    = 80
    light = 16

    trim_mat = "CRACKLE2"
    trim_dz  = 16
  }

  sky_crackle2 =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "CRACKLE4"
    trim_dz  = 16
  }

  sky_fireblu =
  {
    mat   = "_SKY"
    dz    = 80
    light = 32

    trim_mat = "FIREBLU2"
    trim_dz  = 16
  }

  sky_modwall =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16

    trim_mat = "MODWALL3"
    trim_dz  = 16
  }

  sky_hell_10 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "GSTGARG"
    trim_dz  = 16
  }

  sky_hell_11 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "GSTLION"
    trim_dz  = 16
  }

  sky_hell_12 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "GSTSATYR"
    trim_dz  = 16
  }

  sky_hell_13 =
  {
    mat   = "_SKY"
    dz    = 96
    light = 16

    trim_mat = "SKSPINE2"
    trim_dz  = 16
  }

  sky_hell_14 =
  {
    mat   = "_SKY"
    dz    = 128
    light = 16

    trim_mat = "SKINCUT"
    trim_dz  = 16
  }

  sky_hell_15 =
  {
    mat   = "_SKY"
    dz    = 104
    light = 16

    trim_mat = "SKINLOW"
    trim_dz  = 0
  }

  -- liquid floor --

  liquid_plain =
  {
    mat = "_LIQUID"
    dz  = -12
  }

  liquid_blood =
  {
    mat = "BLOOD1"
    dz  = -12
    --light = 16
  }

  liquid_shiny =
  {
    mat = "_LIQUID"
    dz  = -8

    trim_mat = "FLAT23"
    trim_dz  = 0
  }

  liquid_metal =
  {
    mat = "_LIQUID"
    dz  = -8

    trim_mat = "METAL"
    trim_dz  = 0
  }

  liquid_marble =
  {
    mat = "_LIQUID"
    dz  = -12

    trim_mat = "MARBGRAY"
    trim_dz  = 0
  }

  liquid_ash =
  {
    mat = "_LIQUID"
    dz  = -10

    trim_mat = "ASHWALL3"
    trim_dz  = 2
  }

  liquid_firelava =
  {
    mat = "_LIQUID"
    dz  = -8
    light = 40

    trim_mat = "FIREBLU1"
    trim_dz  = 2
  }

  liquid_metal2 =
  {
    mat = "_LIQUID"
    dz  = -8

    trim_mat = "METAL2"
    trim_dz  = 0
  }

  liquid_bstone =
  {
    mat = "_LIQUID"
    dz  = -8

    trim_mat = "BSTONE1"
    trim_dz  = 2
  }

  liquid_bstone2 =
  {
    mat = "_LIQUID"
    dz  = -8

    trim_mat = "BSTONE2"
    trim_dz  = 2
  }

  -- ceiling lights --

  light_red_shiny =
  {
    mat = "TLITE6_5"
    dz  = 4
    light = 16

    trim_mat = "FLAT23"
    trim_dz  = -5
  }

  light_orange_shiny =
  {
    mat = "TLITE6_6"
    dz  = 4
    light = 16

    trim_mat = "FLAT23"
    trim_dz  = -5
  }

  light_brightred_metal =
  {
    mat = "FLOOR1_7"
    dz  = 8
    light = 32

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

  light_brightred_metal2 =
  {
    mat = "FLOOR1_7"
    dz  = 8
    light = 32

    trim_mat = "SHAWN2"
    trim_dz  = -5
    trim_light = 16
  }

  light_diamond =
  {
    mat = "TLITE6_1"
    dz  = 8
    light = 16
  }

  light_urban1 =
  {
    mat = "CEIL3_4"
    dz  = 4
    light = 32

    trim_mat = "METAL"
    trim_dz  = -5
  }

  light_hell_red =
  {
    mat = "FLAT5_3"
    dz  = 16
    light = 16
  }

  light_hell_lava =
  {
    mat = "LAVA1"
    dz  = 16
    light = 32
  }

  light_side1 =
  {
    mat = "CEIL4_3"
    dz  = 16
    light = 32

    trim_mat = "LITE5"
    trim_dz  = 0
  }

  light_side2 =
  {
    mat = "SLIME15"
    dz  = 16
    light = 16

    trim_mat = "LITE5"
    trim_dz  = 0
  }

  light_side3 =
  {
    mat = "CEIL5_1"
    dz  = 16
    light = 32

    trim_mat = "METAL7"
    trim_dz  = 0
  }

  light_side4 =
  {
    mat = "CEIL4_2"
    dz  = 16
    light = 32

    trim_mat = "LITE5"
    trim_dz  = 0
  }

  light_side5 =
  {
    mat = "SLIME14"
    dz  = 16
    light = 16

    trim_mat = "LITE5"
    trim_dz  = 0
  }

  light_side6 =
  {
    mat = "CEIL5_2"
    dz  = 24
    light = 24

    trim_mat = "BRONZE4"
    trim_dz  = 0
  }

  -- misc floor --

  floor_glowingrock =
  {
    mat = "RROCK05"
    dz  = -8
  }

  floor_skulls =
  {
    mat = "FLAT5_6"
    dz  = -8
  }

  floor_snakes =
  {
    mat = "SFLR6_4"
    dz  = -8
  }

  floor_green =
  {
    mat = "DEM1_5"
    dz  = -8
  }

  floor_red =
  {
    mat = "FLOOR6_1"
    dz  = -8
  }

  floor_blue =
  {
    mat = "FLAT14"
    dz  = -8
  }

  floor_blue2 =
  {
    mat = "CEIL4_3"
    dz  = -8
  }

  floor_glowingrock2 =
  {
    mat = "SLIME09"
    dz  = -8
  }

  floor_blue3 =
  {
    mat = "CEIL4_2"
    dz  = -8
  }

  floor_green2 =
  {
    mat = "DEM1_6"
    dz  = -8
  }

  floor_dirt1 =
  {
    mat = "RROCK16"
    dz  = -8
  }

  floor_dirt2 =
  {
    mat = "RROCK17"
    dz  = -8
  }

  floor_dirt3 =
  {
    mat = "RROCK18"
    dz  = -8
  }

  floor_snakes2 =
  {
    mat = "SFLR6_1"
    dz  = -8
  }

  -- misc ceiling --

  ceil_redash =
  {
    mat = "FLOOR6_1"
    dz  = 8
  }

  ceil_vdark =
  {
    mat   = "CEIL4_1"
    dz    = 64

    trim_mat = "BLAKWAL2"
    trim_dz  = 0
  }

   ceil_vdark2 =
  {
    mat   = "CEIL4_1"
    dz    = 64

    trim_mat = "COMPSPAN"
    trim_dz  = 0
  }

  ceil_icky =
  {
    mat   = "FLAT5_4"
    dz    = 64

    trim_mat = "ICKWALL1"
    trim_dz  = 64
  }

  ceil_glowrock =
  {
    mat = "RROCK05"
    dz    = 64
    light = 16

    trim_mat = "ROCKRED1"
    trim_dz  = -8
  }

  ceil_glowrock2 =
  {
    mat = "SLIME09"
    dz    = 64
    light = 16

    trim_mat = "ROCKRED1"
    trim_dz  = -8
  }

  ceil_hotrock =
  {
    mat = "RROCK01"
    dz    = 64
    light = 24

    trim_mat = "SP_HOT1"
    trim_dz  = -8
  }

  ceil_hotrock2 =
  {
    mat = "RROCK02"
    dz    = 64
    light = 24

    trim_mat = "SP_HOT1"
    trim_dz  = -8
  }

  ceil_water =
  {
    mat = "FWATER1"
    dz    = 64

    trim_mat = "STONE2"
    trim_dz  = -8
  }

  ceil_blood =
  {
    mat = "BLOOD1"
    dz    = 64

    trim_mat = "STONE3"
    trim_dz  = -8
  }

  ceil_sprock =
  {
    mat = "MFLR8_3"
    dz    = 64
    light = 24

    trim_mat = "SP_ROCK1"
    trim_dz  = -8
  }

  -- fantastic floors
  floor_sky =
  {
    mat = "_SKY"
    dz = -16
    light = 32

    trim_mat = "FLOOR7_2"
    trim_dz = -8
  }

  floor_trim_sky =
  {
    mat = "_FLOOR"

    trim_mat = "_SKY"
    trim_dz = -8
  }

  floor_trim_liquid =
  {
    mat = "_FLOOR"
    dz = -4

    trim_mat = "_LIQUID"
    trim_dz = -8
  }

  floor_mixup =
  {
    mat = "_CEIL"
    dz = -8

    trim_mat = "_WALL"
    trim_dz = -4
  }

  floor_shawn_wall =
  {
    mat = "_WALL"
    dz = -8

    trim_mat = "SHAWN2"
    trim_dz = -4
  }

  floor_metal_wall =
  {
    mat = "_WALL"
    dz = -8

    trim_mat = "METAL"
    trim_dz = -4
  }

  floor_shawn_c =
  {
    mat = "_CEIL"
    dz = -8

    trim_mat = "SHAWN2"
    trim_dz = -4
  }

  floor_metal_c =
  {
    mat = "_CEIL"
    dz = -8

    trim_mat = "METAL"
    trim_dz = -4
  }

  -- street sink def, do not use for anything else
  floor_default_streets =
  {
    mat = "CEIL5_1"
    dz = 2

    trim_mat = "FLAT1"
    trim_dz = 2
  }
}



DOOM.THEMES =
{
  DEFAULTS =
  {
    keys =
    {
      k_red    = 50
      k_blue   = 50
      k_yellow = 50
    }

    barrels =
    {
      barrel = 50
    }

    passable_decor =
    {
      gibs = 20
      pool_blood_1 = 20
      pool_blood_2 = 20
      pool_brains  = 10

      gibbed_player = 10
      dead_player = 10
      dead_zombie = 3
      dead_shooter = 3
      dead_imp = 3
      dead_demon = 1
      dead_caco  = 1
    }

    cave_torches =
    {
      red_torch = 50
    }

    cliff_trees =
    {
      burnt_tree = 80
      brown_stub = 40
        big_tree = 20
    }

    park_decor =
    {
      burnt_tree = 80
      brown_stub = 40
        big_tree = 20
    }

    fences =
    {
      STONE = 50
    }

    narrow_halls =
    {
      vent = 50
      mineshaft = 50
    }

    wide_halls =
    {
      deuce = 50
      metro = 50
    }

    floor_sinks =
    {
      PLAIN = 0.01
    }

    ceiling_sinks =
    {
      PLAIN = 0.01
    }

    wall_groups =
    {
      PLAIN = 0.01
    }

    window_groups =
    {
      square = 100
    }

    -- FIXME: temp crud
    has_triple_key_door = true
    has_double_switch_door = true

    steps_mat = "GRAY7"

    cage_mats =
    {
      METAL1   = 60
      BROWN144 = 60
      ICKWALL3 = 60

      STONE    = 20
      SLADWALL = 20
      WOODVERT = 20
    }
  }

  ------------------------------------

  tech =
  {
    narrow_halls =
    {
      vent = 50
      mineshaft = 50
      access = 50
    }

    liquids =
    {
      nukage = 70
      water  = 30
      slime  = 10
      lava   = 5
    }

    facades =
    {
      BROWN1   = 80
      BROWNGRN = 40
      STARGR1  = 30
      STARG1   = 30
      STARG3   = 40
      STARTAN3 = 50
      STONE    = 30
      STONE2   = 30
      STONE3   = 30
      TEKGREN2 = 25
      BROVINE2 = 5
      GRAY7    = 15
      GRAYVINE = 5

      BROWN96  = 20
      METAL2   = 15
      BRONZE1  = 15
      BRONZE3  = 15
      METAL1   = 10
      SLADWALL = 20

      GRAY1 = 40
      GRAY4 = 40
      GRAY5 = 40
    }

    fences =
    {
      BROWN144 = 60
      STONE    = 40
      STONE2   = 40
      STONE3   = 30
      STONE4   = 30
      METAL2   = 30
      BRONZE1  = 30
      SLADWALL = 30

      CEMENT9  = 10
      BRICK10  = 10
      METAL1   = 10

      GRAY5 = 50
      GRAY7 = 50
    }

    cage_mats =
    {
      METAL1   = 60
      METAL2   = 60
      BROWN144 = 60
      STONE    = 60
      ICKWALL2 = 40
      ICKWALL3 = 40
      SILVER1  = 40
      BROWNHUG = 40
      SHAWN2   = 40
      TEKWALL1 = 40
      TEKWALL4 = 40

      GRAY4    = 20
      GRAYBIG  = 20
      PIPEWAL2 = 20
      STONE    = 20
      STONE2   = 20
      STONE4   = 20
      TEKLITE  = 20
    }

    prefab_remap =
    {
    }

    entity_remap =
    {
      green_torch = "mercury_lamp"
    }

    street_sinks =
    {
      floor_default_streets = 1
    }

    floor_sinks =
    {
      liquid_plain = 10
      liquid_shiny = 5
      liquid_metal2 = 5
      floor_blue2 = 25
      floor_blue3 = 25
      floor_trim_liquid = 5
      floor_mixup = 25
      floor_shawn_wall = 25
      floor_shawn_c = 25
    }

    ceiling_sinks =
    {
      sky_shiny = 20
      sky_metal2 = 20
      sky_stone_1 = 5
      sky_stone_2 = 5
      sky_tech1 = 7
      sky_tech2 = 7
      sky_tech3 = 20
      sky_tech4 = 15
      sky_tech5 = 10
      sky_tech6 = 10
      sky_tech7 = 5
      sky_tech8 = 10
      sky_tech9 = 10
      sky_bronze = 10
      sky_pipes  = 7
      sky_cement = 5
      sky_brownpip = 10

      light_red_shiny = 40
      light_orange_shiny = 20
      light_brightred_metal2 = 20
      light_side1 = 100
      light_side2 = 100
      light_side3 = 100
      light_side4 = 100
      light_side5 = 100
      light_side6 = 100
      ceil_vdark2 = 30
    }

    passable_decor =
    {
      gibs = 60
      pool_blood_1 = 10
      pool_blood_2 = 25
      pool_brains  = 2

      gibbed_player = 20
      dead_player = 35
    }

    beam_groups =
    {
      beam_shiny = 75
      beam_quakeish = 50
      beam_lights = 50
      beam_lights_white = 50
      beam_lights_vertical_tech = 50
      beam_textured = 50
    }

    wall_groups =
    {
      low_gap = 2
      low_gap2 = 2
      low_gap3 = 3
      low_gap4 = 3
      mid_band = 3
      mid_band2 = 3
      lite1 = 7
      lite2 = 12
      torches4 = 35
      torches5 = 35
      torches6 = 3
      torches7 = 65
      torches11 = 7
      gtd_wall_urban_storage = 25
      gtd_wall_tech_top_corner_light_set = 25
      gtd_wall_server_room = 25
      gtd_wall_sewer = 25
      gtd_generic_beamed_inset = 25
      gtd_computers = 25
      gtd_writhing_mass = 2
      gtd_wall_octagon_insets = 25
      gtd_wall_grated_machines = 25
      gtd_wall_quakish_insets = 25
      gtd_ribbed_lights = 25
      gtd_wall_high_gap_set = 12
      gtd_wall_high_gap_alt_set = 12
      gtd_generic_half_floor = 20
      gtd_generic_half_floor_no_trim = 20
      gtd_generic_half_floor_inverted_braced = 20
      gtd_wall_urban_cement_frame = 10
      gtd_generic_ceilwall = 25
      gtd_generic_glow_wall = 25
      gtd_generic_artsy_bedazzled = 2
      gtd_generic_alt_colors = 25
      gtd_generic_mid_band = 25
      gtd_generic_double_banded_ceil = 25
      gtd_generic_frame_light_band = 25
      gtd_generic_frame_metal = 25
      gtd_generic_artsy_center_braced_ind = 25
      gtd_generic_d64_1x = 4
      gtd_generic_d64_1x_yellow = 4
      gtd_generic_d64_1x_blue = 4
      gtd_generic_d64_2x = 4
      gtd_generic_d64_2x_yellow = 4
      gtd_generic_d64_2x_blue = 4
      gtd_generic_tek_grate = 25
    }

    outdoor_wall_groups =
    {
      PLAIN = 2
      tech_o_caution_strip = 1
      tech_o_orange_light_stack = 1
      tech_o_lite_strip_white = 0.5
      tech_o_lite_strip_blue = 0.5
      tech_o_inset_teklite = 0.5
      tech_o_inset_teklite2 = 0.5
      tech_o_halfbase_green_light = 0.5
      tech_o_halfbase_blue_triangle = 0.5
      tech_o_giant_UAC_sign = 1
      tech_o_double_hanging_vents = 1
      tech_o_overhanging_braced_vent = 1
      tech_o_overhanging_lite_platform = 1
      tech_o_pipe_junctions = 1
      tech_o_hadleys_hope = 1
      tech_o_overhanging_lights = 1
      tech_o_shiny_silver_overhang = 1
      tech_o_silver_scaffolding = 1
      tech_o_concrete_base = 1
      tech_o_fence_lights_uac_thing = 1
      tech_o_hex_inset = 1
      tech_o_grated_greenwall = 1
      tech_o_everyone_likes_sewers = 1
      tech_o_red_wall = 0.5
      tech_o_blue_wall = 0.5
      tech_o_lots_of_cement = 1
      tech_o_tekgren_grates_thing = 1
      tech_o_black_mesa_overlook = 1
      tech_o_compblue_tall = 1
      tech_o_grey_metal_sloped = 1
      tech_o_tall_light = 0.5
      tech_o_tall_light_alt = 0.5
      tech_o_hexagon_uac_spotlights = 1
    }

    window_groups =
    {
      square = 70
      tall   = 80
      grate  = 45
      barred = 5
      --round  = 5
      supertall = 60
      gtd_window_cage_highbars = 20
      gtd_window_cage_lowbars = 10
      gtd_window_full_open = 30
      gtd_window_full_open_tall = 30
      gtd_window_bay = 20
      gtd_window_absurdly_open = 25
      gtd_window_quakeish = 30
      gtd_window_low = 20
      gtd_window_weabdows = 15
      gtd_window_metal_frames = 30
      gtd_window_construction_frames = 5
      gtd_window_hexagon = 30
    }

    fence_groups =
    {
      PLAIN = 50
      gappy = 50
      fence_tech_lit = 50
      fence_corrugated_steel = 50
      fence_tech_hl_bars = 50
      fence_sloped_silver = 50
      fence_highway_bars = 10
    }

    fence_posts =
    {
      Post_metal = 50
      Post_tech_1 = 50
      Post_tech_2 = 50
      Post_tech_simple = 50
    }

    cave_torches =
    {
      blue_torch  = 20
      red_torch   = 70

      lamp = 30
      mercury_small = 30
      mercury_lamp  = 10
    }

    outdoor_torches =
    {
      lamp   = 10
      mercury_lamp  = 40
      mercury_small = 20
    }

    ceil_light_prob = 70

    monster_prefs =
    {
      zombie  = 1.5
      shooter = 1.25
      gunner  = 1.25
      imp     = 1.5
      demon   = 1.25
      spectre = 1.25
      knight  = 0.75
      revenant = 0.5
      mancubus = 0.6
      caco    = 0.6
      baron   = 0.5
      pain    = 0.4
      skull   = 0.25
      vile    = 0.25  --Shouldn't be too many in Tech maps
    }

    style_list =
    {
      caves = { none=75, few=30 }
      outdoors = { none=15, few=40, some=80, heaps=10 }
      beams   = { none=10, few=50, some=20, heaps=5  }
      big_rooms = { none=40, few=25, some=15, heaps=5 }
      big_outdoor_rooms = { none=40, few=5, some=3, heaps=1 }
      hallways = { none=15, few=45, some=20, heaps=10 }
      windows = { few=15, some=85, heaps=40 }
      pictures = { few=20, some=75, heaps=45 }
      liquids = { none=70, few=30, some=10, heaps=5 }
      doors = { few=25, some=75, heaps=30 }
      teleporters = { none=70, few=40, some=10, heaps=3 }
      keys = { none=20, few=80, some=70, heaps=30 }
      trikeys = { none=10, few=60, some=20, heaps=5 }
      switches = { none=25, few=75, some=40, heaps=15 }
      secrets = { few=15, some=80, heaps=30 }
      scenics = { none=10,  few=35, some=60, heaps=20 }
      symmetry = { none=50, few=50, some=50, heaps=50 }
      steepness = { few=30, some=70, heaps=40 }
      cages = { none=70, few=25, some=10, heaps=5 }
      traps = { few=60, some=40, heaps=20 }
      barrels = { few=5, some=85, heaps=60 }
      ambushes = { few=30, some=75, heaps=20 }
      parks   = { none=10 , few=2 , some=1 , heaps=1 }
      park_detail = { none=0, few=15, some=60, heaps=25 }
      porches = { none=5,  few=30, some=60, heaps=15 }
      fences = { none=20, few=40, some=70, heaps=10 }
    }

    scenic_fences =
    {
      MIDBARS3 = 10
      MIDSPACE = 5
      MIDBARS1 = 8
      BRNSMALC = 2
    }

    sink_style =
    {
      sharp = 1
      curved = 0.1
    }

    skyboxes =
    {
      Skybox_generic = 50
      Skybox_hellish_city = 50
    }

    techy_doors = true

    post_mat = "DOORSTOP"
  }

  ------------------------------------

  urban =
  {
    narrow_halls =
    {
      vent = 50
      mineshaft = 50
      access = 25
    }

    liquids =
    {
      water = 60
      blood = 40
      slime = 25
      nukage = 10
      lava  = 7
    }

    facades =
    {
      BIGBRIK1 = 40
      BIGBRIK2 = 30
      MODWALL1 = 30
      STONE3   = 30
      STONE2   = 30
      CEMENT7  = 20
      CEMENT9  = 20
      BRICK12  = 20
      BRICK7   = 20
      BRICK5   = 20
      STONE    = 20
      BRICK6   = 15
      BRICK8   = 15
      BRICK9   = 15
      STUCCO   = 15
      BROVINE2 = 10
      BRICK10 = 10
      BRICK11 = 10
      METAL2  = 10
      GRAYVINE = 10
      METAL1   = 5
      BROWN1   = 5
      BSTONE1  = 10
      BSTONE2  = 10
    }

    fences =
    {
      BSTONE2  = 60
      WOOD5    = 60
      BSTONE1  = 40
      STONE4   = 30

      CEMENT9  = 30
      BRICK12  = 20
      METAL2   = 20
      BRICK10  = 10
      BRICK11  = 10
      STUCCO   = 10
      STUCCO3  = 10

      GRAY5 = 50
      GRAY7 = 50
    }

    cage_mats =
    {

      WOOD1    = 60
      PANEL4   = 60
      MODWALL1 = 60
      CEMENT9  = 60
      PIPE4    = 40
      PANEL1   = 40
      BROWN1   = 40
      BROWN144 = 40
      STONE2   = 20
      STONE3   = 20
      WOODVERT = 20
      METAL2   = 20
      BSTONE1  = 20
    }

    prefab_remap =
    {
      SW1COMP  = "SW1PANEL"
    }

    street_sinks =
    {
      floor_default_streets = 1
    }

    floor_sinks =
    {
      liquid_plain = 20
      liquid_metal = 10
      floor_red = 40
      floor_blue = 30
      floor_blue3 = 20
      floor_green = 20
      floor_green2 = 15
      liquid_bstone = 5
      liquid_bstone2 = 5
      liquid_ash = 3
      floor_trim_liquid = 10
      floor_mixup = 30
      floor_shawn_wall = 8
      floor_metal_wall = 15
      floor_shawn_c = 8
      floor_metal_c = 15
    }

    ceiling_sinks =
    {
      sky_metal = 25
      sky_plain = 10
      sky_modwall = 7
      sky_stone_1 = 3
      sky_stone_2 = 3
      sky_urban_1 = 8
      sky_urban_2 = 4
      sky_urban_3 = 8
      sky_cement = 8
      sky_brick10 = 5
      sky_brownpip = 3

      light_urban1 = 50
      light_diamond = 10
      ceil_redash = 12
      ceil_icky   = 50
      ceil_vdark  = 30

      light_side1 = 70
      light_side2 = 70
      light_side3 = 70
      light_side4 = 70
      light_side5 = 70
      light_side6 = 70
    }

    beam_groups =
    {
      beam_gothic = 75
      beam_quakeish = 30
      beam_lights = 25
      beam_lights_white = 40
      beam_lights_vertical_tech = 30
      beam_wood = 30
      beam_textured = 50
    }

    wall_groups =
    {
      torches2 = 10 --red
      torches3 = 10 --blue
      torches1 = 10 --green
      torches6 = 5
      torches9 = 3 --burning barrel
      torches10 = 2 --skull rock
      gtd_wall_urban_storage = 8
      gtd_wall_tech_top_corner_light_set = 8
      gtd_wall_sewer = 10
      gtd_generic_beamed_inset = 15
      gtd_computers = 4
      gtd_drywall = 10
      gtd_writhing_mass = 2
      gtd_library = 10
      gtd_wall_grated_machines = 4
      gtd_wall_quakish_insets = 8
      gtd_ribbed_lights = 4
      gtd_wall_high_gap_set = 5
      gtd_wall_high_gap_alt_set = 5
      gtd_generic_half_floor = 8
      gtd_generic_half_floor_no_trim = 8
      gtd_generic_half_floor_inverted_braced = 8
      gtd_woodframe = 5
      gtd_woodframe_green = 5
      gtd_round_inset = 5
      gtd_wall_urban_cement_frame = 7
      gtd_generic_ceilwall = 10
      gtd_generic_glow_wall = 15
      gtd_generic_artsy_bedazzled = 15
      gtd_generic_alt_colors = 15
      gtd_generic_mid_band = 10
      gtd_generic_double_banded_ceil = 15
      gtd_generic_frame_light_band = 15
      gtd_generic_frame_metal = 15
      gtd_generic_artsy_center_braced_ind = 15
      gtd_generic_d64_1x = 2
      gtd_generic_d64_1x_yellow = 2
      gtd_generic_d64_1x_blue = 2
      gtd_generic_d64_2x = 2
      gtd_generic_d64_2x_yellow = 2
      gtd_generic_d64_2x_blue = 2
      gtd_generic_tek_grate = 15
    }

    window_groups =
    {
      barred = 30
      tall   = 95
      --round  = 30
      square = 20
      grate  = 40
      supertall = 50
      gtd_window_cage_highbars = 30
      gtd_window_cage_lowbars = 40
      gtd_window_arched = 40
      gtd_window_arched_tall = 20
      gtd_window_full_open = 70
      gtd_window_full_open_tall = 65
      gtd_window_bay = 30
      gtd_window_absurdly_open = 45
      gtd_window_quakeish = 20
      gtd_window_low = 35
      gtd_window_arrowslit = 10
      gtd_window_weabdows = 70
      gtd_window_metal_frames = 70
      gtd_window_pencil_holes = 35
      gtd_window_construction_frames = 65
      gtd_window_hexagon = 25
    }

    fence_groups =
    {
      PLAIN = 50
      gappy = 50
      crenels = 12
      fence_tech_lit = 50
      fence_gothic = 25
      fence_corrugated_steel = 50
      fence_tech_hl_bars = 12
      fence_sloped_silver = 12
      fence_highway_bars = 25
    }

    fence_posts =
    {
      Post_metal = 50
      Post_tech_1 = 25
      Post_tech_2 = 25
      Post_gothic_blue = 10
      Post_gothic_green = 10
      Post_gothic_red = 10
      Post_gothic_blue_2 = 10
      Post_gothic_green_2 = 10
      Post_gothic_red_2 = 10
    }

    cave_torches =
    {
      green_torch = 50
      blue_torch  = 50
      red_torch   = 50
      blue_torch_sm = 15
      red_torch_sm  = 15
      green_torch_sm = 15

      lamp = 10
      candelabra = 10
      burning_barrel = 20
    }

    outdoor_torches =
    {
      blue_torch = 50
      red_torch  = 50
      green_torch = 50
      candelabra = 30
      skull_rock = 30
      blue_torch_sm = 15
      red_torch_sm  = 15
      green_torch_sm = 15
      burning_barrel = 25
    }

    passable_decor =
    {
      gibs = 20
      pool_blood_1 = 5
      pool_blood_2 = 15
      pool_brains  = 3

      gibbed_player = 15
      dead_player = 20
      dead_zombie = 2
      dead_shooter = 2
      dead_imp = 2
      dead_demon = 1
      dead_caco  = 1
    }

    monster_prefs =
    {
      demon    = 1.2
      spectre  = 1.1
      revenant = 1.1
      knight   = 1.2
      gunner   = 1.5
      shooter  = 1.1
      zombie   = 0.7
      vile     = 0.6 --Slightly less because multiple Arch-Viles in one area can be a pain in the ass -Chris
      pain     = 0.8
      mancubus = 1.1
      Cyberdemon = 1.25
    }

    style_list =
    {
      caves = { none=60, few=40, some=12, heaps=2 }
      outdoors = { none=10, few=35, some=90, heaps=30 }
      big_outdoor_rooms = { none=15, few=40, some=70, heaps=20 }
      pictures = { few=20, some=80, heaps=30 }
      hallways = { none=30, few=80, some=15, heaps=10 }
      windows = { few=25, some=50, heaps=90 }
      cages = { none=30, few=50, some=20, heaps=10 }
      liquids = { none=45, few=30, some=20, heaps=5 }
      doors = { few=20, some=70, heaps=30 }
      beams  = { none=10, few=60, some=40, heaps=10 }
      steepness = { few=25, some=50, heaps=90 }
      big_rooms = { none=25, few=40, some=25, heaps=15 }
      ambushes = { none=5, few=20, some=75, heaps=30 }
      teleporters = { none=20, few=30, some=65, heaps=10 }
      keys = { none=15, few=50, some=50, heaps=20 }
      trikeys = { none=10, few=40, some=80, heaps=20 }
      symmetry = { none=40, few=30, some=35, heaps=25 }
      switches = { none=20, few=60, some=40, heaps=10 }
      secrets = { few=5, some=80, heaps=25 }
      scenics  = { none=5,  few=25, some=40, heaps=80}
      traps   = { none=10, few=40, some=70, heaps=25 }
      barrels = { none=10, few=50, some=20, heaps=5 }
      fences  = { none=5, few=20, some=80, heaps=15 }
      porches = { none=5, few=15, some=80, heaps=50 }
    }

    ceil_light_prob = 65

    scenic_fences =
    {
      MIDBARS3 = 8
      MIDSPACE = 8
      MIDBARS1 = 8
      BRNSMALC = 2
    }

    sink_style =
    {
      sharp = 1
      curved = 1
    }

    skyboxes =
    {
      Skybox_hellish_city = 50
      Skybox_garrett_city = 50
    }
  }

  ------------------------------------

  hell =
  {
    liquids =
    {
      lava   = 80
      blood  = 30
      slime  = 15
      water  = 10
      nukage = 5
    }

    entity_remap =
    {
      k_red    = "ks_red"
      k_blue   = "ks_blue"
      k_yellow = "ks_yellow"
    }

    facades =
    {
      MARBGRAY = 60
      SP_HOT1  = 40
      GSTONE1  = 40
      STONE3   = 30
      SKINMET2 = 20
      GSTVINE1 = 20
      GSTVINE2 = 20
      WOOD3    = 15
      WOOD5    = 15
      STONE2   = 10
      STONE    = 10
      STUCCO   = 10
      MARBLE1  = 10
      MARBLE2  = 10
      MARBLE3  = 10
      BSTONE1  = 15
      BSTONE2  = 15
      SKINMET1 = 10
      BROWN1  = 10
      METAL2  = 5
      BROWNGRN = 5
      BROVINE2 = 5
    }

    fences =
    {
      MARBLE3  = 60
      WOOD5    = 60
      WOOD3    = 40
      WOOD1    = 40
      STONE4   = 40
      BSTONE2  = 40
      MODWALL1 = 30
      MARBGRAY = 30
      BSTONE1  = 20
      ICKWALL3 = 20
      PIPE4    = 20
      SKIN2    = 20
      GSTVINE1 = 15
      GSTVINE2 = 15
      SP_HOT1  = 15
      BRICK10  = 10
      SKINCUT  = 10
      STUCCO3  = 10
    }

    cage_mats =
    {
     FIREBLU1 = 60
     FIREBLU2 = 60
     ICKWALL1 = 60
     REDWALL  = 60
     SKSNAKE2 = 60
     SUPPORT3 = 60
     BSTONE2  = 40
     ASHWALL3 = 40
     MARBGRAY = 40
     ICKWALL2 = 40
     MODWALL1 = 40
     SKINFACE = 40
     STONE6   = 40
     ICKWALL3 = 40
     STONE3   = 40
     WOOD9    = 40
     STUCCO3  = 20
     BROWNHUG = 20
     SKINCUT  = 20
     METAL2   = 20
     ICKWALL7 = 20
     SKSPINE1 = 20
     STONE4   = 20
     TANROCK8 = 20
    }

    prefab_remap =
    {
      DOORBLU  = "DOORBLU2"
      DOORRED  = "DOORRED2"
      DOORYEL  = "DOORYEL2"

      BIGDOOR1 = "BIGDOOR6"
      BIGDOOR2 = "BIGDOOR7"
      BIGDOOR3 = "BIGDOOR7"
      BIGDOOR4 = "BIGDOOR5"

      SW1COMP  = "SW1LION"
      SW1PIPE  = "SW1BROWN"
    }

    street_sinks =
    {
      floor_default_streets = 1
    }

    floor_sinks =
    {
      liquid_plain = 10
      liquid_blood = 10
      floor_skulls = 20
      floor_glowingrock = 12
      floor_glowingrock2 = 12
      floor_snakes = 10
      floor_snakes2 = 7
      floor_dirt1 = 10
      floor_dirt2 = 10
      floor_dirt3 = 10
      liquid_ash = 5
      liquid_firelava = 5
      liquid_bstone = 5
      liquid_bstone2 = 5
      liquid_marble = 5
      floor_sky = 5
      floor_trim_sky = 7
      floor_trim_liquid = 8
      floor_mixup = 17
      floor_metal_wall = 17
      floor_metal_c = 17
    }

    ceiling_sinks =
    {
      sky_plain = 20
      sky_metal = 20
      sky_stone_1 = 10
      sky_stone_2 = 10
      sky_fireblu = 15
      sky_crackle1 = 10
      sky_crackle2 = 10
      ceil_hotrock = 80
      ceil_hotrock2 = 50
      ceil_glowrock = 50
      ceil_glowrock2 = 50
      ceil_blood = 30
      ceil_water = 25
      ceil_sprock = 25

      sky_hell_1 = 10
      sky_hell_2 = 10
      sky_hell_3 = 20
      sky_hell_4 = 15
      sky_hell_5 = 20
      sky_hell_6 = 10
      sky_hell_7 = 10
      sky_hell_8 = 10
      sky_hell_9 = 7
      sky_hell_10 = 12
      sky_hell_11 = 12
      sky_hell_12 = 12
      sky_hell_13 = 10
      sky_hell_14 = 15
      sky_hell_15 = 15
      sky_cement = 10
      sky_brick10 = 10
      sky_metal2 = 10

      light_diamond = 35
      light_hell_red = 80
      light_hell_lava = 40
      ceil_redash = 25
      ceil_vdark = 10
    }

    beam_groups =
    {
      beam_gothic = 50
      beam_quakeish = 50
      beam_lights_vertical_hell = 50
      beam_wood = 50
      beam_textured = 50
    }

    wall_group_prob = 65

    wall_groups =
    {
      torches2 = 30 --red
      torches3 = 30 --blue
      torches1 = 30 --green
      torches6 = 10 --candelabra
      torches8 = 10 --evil eye
      torches9 = 5  --burning barrel
      torches10 = 7 --skull rock
      lowhell1 = 4
      lowhell2 = 2
      lowhell3 = 4
      runes1 = 7
      runes2 = 7
      runes3 = 7
      runes4 = 7
      runes5 = 7
      cross1 = 7
      cross2 = 15
      cross3 = 7
      cross4 = 5
      cross5 = 10
      mid_band_hell = 2
      gtd_wall_hell_bloodgutters = 30
      gtd_wall_tech_top_corner_light_set = 40
      gtd_wall_hell_vaults = 40
      gtd_generic_beamed_inset = 40
      gtd_writhing_mass = 40
      gtd_library = 40
      gtd_furnace = 20
      gtd_furnace_face = 20
      gtd_wall_marbface = 40
      gtd_wall_quakish_insets = 40
      gtd_wall_hell_ossuary = 40
      gtd_wall_high_gap_set = 20
      gtd_wall_high_gap_alt_set = 20
      gtd_generic_half_floor = 20
      gtd_generic_half_floor_no_trim = 20
      gtd_generic_half_floor_inverted_braced = 20
      gtd_woodframe = 15
      gtd_woodframe_green = 15
      gtd_round_inset = 30
      gtd_generic_ceilwall = 30
      gtd_generic_glow_wall = 40
      gtd_generic_artsy_bedazzled = 40
      gtd_generic_alt_colors = 40
      gtd_generic_mid_band = 10
      gtd_generic_double_banded_ceil = 40
      gtd_wall_hell_vaults_ftex = 40
      gtd_generic_frame_light_band = 40
      gtd_generic_frame_metal = 40
      gtd_generic_artsy_center_braced_hell = 40
      gtd_generic_d64_1x = 6
      gtd_generic_d64_1x_yellow = 6
      gtd_generic_d64_1x_blue = 6
      gtd_generic_d64_2x = 6
      gtd_generic_d64_2x_yellow = 6
      gtd_generic_d64_2x_blue = 6
      gtd_generic_tek_grate = 40
    }

    outdoor_wall_groups =
    {
      PLAIN = 2
      hell_o_stone_brace = 1
      hell_o_wood_brace = 1
      hell_o_metal_framed_skin = 1
      hell_o_caged_up_corpses = 1
      hell_o_giant_stone_faces = 1
      hell_o_rising_spfaces = 1
      hell_o_lava_falls = 1
      hell_o_huge_overhang = 1
      hell_o_spiny_overhang = 1
      hell_o_red_glass_tall = 1
      hell_o_rising_energy = 1
      hell_o_wooden_palisades = 1
      hell_o_flying_alcoves = 1
      hell_o_torch_fenced = 1
      hell_o_dark_banners = 1
      hell_o_dark_cathedral_windows = 1
      hell_o_extruded_arch = 1
      hell_o_egyptish_triwindows = 1
      hell_o_destroyed_city_facade = 1
      hell_o_alt_cathedral_windows = 1
      hell_o_wood_panel_red_banners = 1
      hell_o_pencil_arch = 1
      hell_o_hereticish_arch = 1
      hell_o_gothic_skin_red = 1
      hell_o_marb_icon_bfalls = 1
      hell_o_egyptish = 1
      hell_o_blood_ocatgon = 1
      hell_o_catamet = 1
      hell_o_crematorium_windows = 1
    }

    window_groups =
    {
      round  = 80 --80
      tall   = 65 --65
      barred = 20 --20
      grate  = 40 --40
      square = 30 --30
      supertall = 60
      gtd_window_cage_highbars = 20
      gtd_window_cage_lowbars = 20
      gtd_window_cage_hell = 50
      gtd_window_arched = 60
      gtd_window_arched_tall = 60
      gtd_window_full_open = 40
      gtd_window_full_open_tall = 40
      gtd_window_absurdly_open = 60
      gtd_window_quakeish = 30
      gtd_window_low = 75
      gtd_window_arrowslit = 60
      gtd_window_metal_frames = 60
      gtd_window_pencil_holes = 60
      gtd_window_construction_frames = 60
    }

    fence_groups =
    {
      PLAIN = 50
      gappy = 50
      crenels = 50
      fence_gothic = 50
    }

    fence_posts =
    {
      Post_metal = 25
      Post_gothic_blue = 10
      Post_gothic_green = 10
      Post_gothic_red = 15
      Post_gothic_blue_2 = 10
      Post_gothic_green_2 = 10
      Post_gothic_red_2 = 15
    }

    cave_torches =
    {
      red_torch   = 50
      green_torch = 50
      blue_torch  = 50
      blue_torch_sm = 15
      green_torch_sm = 15
      red_torch_sm = 15

      candelabra = 15
      skull_rock = 15
      skull_cairn = 20
      evil_eye   = 10
    }

    outdoor_torches =
    {
      blue_torch = 70
      red_torch  = 70
      green_torch = 70
      candelabra = 30
      skull_rock = 30
      blue_torch_sm = 15
      red_torch_sm  = 15
      green_torch_sm = 15
      burning_barrel = 10
    }

    passable_decor =
    {
      gibs = 50
      pool_blood_1 = 10
      pool_blood_2 = 30
      pool_brains  = 3

      gibbed_player = 20
      dead_player = 30
      dead_zombie = 2
      dead_shooter = 2
      dead_imp = 1
      dead_demon = 1
      dead_caco  = 1
    }

    park_decor =
    {
      burnt_tree = 95
      brown_stub = 55
      big_tree = 40
      evil_eye   = 15
      skull_rock = 10
      skull_cairn = 15
      skull_pole = 10
      skull_kebab = 10
      green_pillar = 5
      green_column  = 5
      green_column_hrt = 3
      red_pillar = 5
      red_column = 5
      red_column_skl = 3

    }

    style_list =
    {
      doors = { none=15, few=30, some=65, heaps=25 }
      outdoors = { none=10, few=35, some=60, heaps=15 }
      steepness = { few=25, some=70, heaps=40 }
      pictures = { few=50, some=50, heaps=70 }
      big_rooms = { none=25, few=60, some=15, heaps=10 }
      big_outdoor_rooms = { none=25, few=25, some=80, heaps=10 }
      ambushes = { none=10, few=15, some=55, heaps=35 }
      hallways = { none=20, few=60, some=15, heaps=5 }
      teleporters = { none=15, few=25, some=60, heaps=10 }
      keys = { none=15, few=40, some=60, heaps=25 }
      trikeys = { none=10, few=50, some=80, heaps=25 }
      liquids = { none=20, few=45, some=25, heaps=15 }
      traps = { few=20, some=70, heaps=40 }
      switches = { none=25, few=60, some=35, heaps=10 }
      cages    = { none=15, few=25, some=65, heaps=10 }
      symmetry = { none=55, few=25, some=40, heaps=20 }
      secrets = { few=65, some=40, heaps=10 }
      scenics = { none=5,  few=30, some=60, heaps=80}
      caves = { none=60, few=35, some=8, heaps=3 }
      barrels = { none=45, few=15, some=5, heaps=4 }
      porches = { none=0, few=25, some=40, heaps=80 }
      fences  = { none=5, few=15, some=80, heaps=25 }
      beams  = { none=15, few=60, some=30, heaps=10 }
    }

    monster_prefs =
    {
      zombie  = 0.5
      shooter = 0.75
      vile    = 1.3
      imp     = 1.5
      demon   = 1.3
      spectre = 1.3
      skull   = 2.0
      gunner  = 0.85
      revenant = 0.8
      mancubus = 1.2
      knight = 1.2
      Cyberdemon = 1.25
      Mastermind = 1.5
    }

    scenic_fences =
    {
      MIDBRN1 = 3
      MIDGRATE = 10
      MIDBARS3 = 8
    }

    sink_style =
    {
      sharp = 0.1
      curved = 1
    }

    skyboxes =
    {
      Skybox_garrett_hell = 50
      Skybox_hellish_city = 50
    }

    ceil_light_prob = 40
  }
}



DOOM.ROOM_THEMES =
{

-----  GENERIC STUFF  ------------------------------

  any_vent_Hallway =
  {
    env   = "hallway"
    group = "vent"
    prob  = 1

    walls =
    {
      GRAY1 = 50
      GRAY5 = 50
      ICKWALL1 = 30
      ICKWALL3 = 30
    }

    floors =
    {
      FLAT1 = 30
      FLOOR0_3 = 20
      FLAT20 = 15
      FLAT3 = 10
    }

    ceilings =
    {
      FLAT1 = 30
      FLAT19 = 20
      FLAT23 = 20
      FLAT5_4 = 15
    }
  }


  any_access_Hallway =
  {
    env   = "hallway"
    group = "access"
    prob  = 1

    walls =
    {
      GRAY1 = 50
    }

    floors =
    {
      FLAT1 = 30
    }

    ceilings =
    {
      FLAT1 = 30
    }
  }


  any_deuce_Hallway =
  {
    env   = "hallway"
    group = "deuce"
    prob  = 1

    walls =
    {
      GRAY1 = 50
      GRAY5 = 50
      ICKWALL1 = 30
      ICKWALL3 = 30
    }

    floors =
    {
      FLAT3 = 30
      FLOOR0_3 = 10
      FLAT20  = 15
      FLAT23 = 20
    }

    ceilings =
    {
      FLAT3 = 30
      FLAT23 = 15
      FLAT20 = 20
      FLAT5_4 = 10
    }
  }


  any_metro_Hallway =
  {
    env   = "hallway"
    group = "metro"
    prob  = 1

    walls =
    {
      GRAY1 = 50
      GRAY5 = 50
      ICKWALL1 = 30
      ICKWALL3 = 30
    }

    floors =
    {
      FLAT3 = 30
      FLOOR0_3 = 10
      FLAT20  = 15
      FLAT23 = 20
    }

    ceilings =
    {
      FLAT3 = 30
      FLAT23 = 15
      FLAT20 = 20
      FLAT5_4 = 10
    }
  }


  any_mineshaft_Hallway =
  {
    env = "hallway"
    group = "mineshaft"
    prob = 1

    walls =
    {
      ROCK1 = 50
      ROCK2 = 50
      ROCK3 = 50
      ROCK4 = 50
      SP_ROCK1 = 50
      TANROCK5 = 50
      TANROCK7 = 50
    }

    floors =
    {
      FLAT10 = 50
      MFLR8_2 = 50
      MFLR8_3 = 50
      MFLR8_4 = 50
      GRNROCK = 50
      RROCK03 = 50
      RROCK09 = 50
      RROCK11 = 50
      RROCK12 = 50
      RROCK13 = 50
      RROCK15 = 50
      RROCK16 = 50
      RROCK17 = 50
      RROCK18 = 50
    }

    ceilings =
    {
      FLAT3 = 50 -- the mineshafts don't actually have
                 -- separate _CEIL textures
    }
  }

-----  TECH BASES  --------------------------------

  -- MSSP: revised to include more STAR textures
  -- because why ya gotta ba so TAN?
  tech_Starbase =
  {
    env  = "building"
    prob = 70

    walls =
    {
      STARTAN2 = 50
      STARTAN3 = 60

      STARG1 = 40
      STARG2 = 20
      STARG3 = 40

      STARGR1 = 50
      STARGR2 = 20

      STARBR2  = 40
    }

    floors =
    {
      FLOOR4_8 = 50
      FLOOR5_1 = 50
      FLOOR5_3 = 30
      FLOOR0_3 = 30
      FLOOR5_1 = 25
      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
    }

    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_Tekgren =
  {
    env  = "building"
    prob = 20

    walls =
    {
      TEKGREN2 = 50
    }

    floors =
    {
      FLAT14 = 45
      FLAT4 = 30
      FLAT5_4 = 30
      CEIL4_2  = 20
      CEIL4_1  = 20
      FLOOR1_1 = 20
      FLOOR0_3 = 20
      FLOOR3_3 = 40
      FLOOR5_1 = 20
      FLOOR4_8 = 20
      FLOOR5_1 = 20
      FLOOR4_6 = 20
      FLAT5 = 10
    }

    ceilings =
    {
      FLAT1   = 15
      CEIL3_5 = 5
      SLIME15 = 5
      SLIME14 = 5
      CEIL4_1 = 3
      CEIL4_2 = 3
    }
  }


  tech_Metal =
  {
    env  = "building"
    prob = 50

    walls =
    {
      METAL2 = 90
      METAL1 = 35
      BRONZE1 = 30
      BRONZE2 = 15
      BRONZE3 = 30
      METAL4 = 15
      PIPE4 = 10
    }

    floors =
    {
      FLAT3 = 50
      FLOOR0_1 = 30
      FLOOR4_5 = 20
      FLOOR4_6 = 20
      FLOOR4_8 = 20
      FLOOR0_2 = 15
      FLOOR5_1 = 15
      FLOOR7_1 = 15
      SLIME15 = 20
      SLIME14 = 20
      CEIL4_1 = 5
      CEIL4_2 = 5
    }

    ceilings =
    {
      CEIL5_1 = 40
      CEIL5_2 = 15
      SLIME15 = 40
      CEIL4_1 = 20
      SLIME14 = 40
      SLIME16 = 20
    }
  }


  tech_Gray =
  {
    env  = "building"
    prob = 25

    walls =
    {
      GRAY1 = 80
      GRAY5 = 80
      GRAY4 = 80
      GRAY7 = 50
      ICKWALL1 = 10
      ICKWALL2 = 10
      ICKWALL3 = 10
    }

    floors =
    {
      FLAT4 = 50
      FLOOR0_5 = 40
      FLOOR0_2 = 20
      FLOOR3_3 = 20
      FLOOR4_6 = 15
      CEIL3_2  = 20
      FLOOR5_1 = 10
      FLOOR4_8 = 10
      FLAT19  = 10
      SLIME14 = 20
      SLIME15 = 20
      SLIME16 = 20
    }

    ceilings =
    {
      CEIL5_1 = 10
      CEIL3_1 = 20
      CEIL3_5 = 20
      FLAT5_4 = 20
      FLAT4   = 10
      SLIME14 = 10
      SLIME15 = 10
      SLIME16 = 10
      FLAT5_5 = 5
      FLAT1   = 5
    }
  }


  tech_Sladwall =
  {
    env  = "building"
    prob = 20

    walls =
    {
      SLADWALL = 50
    }

    floors =
    {
      FLOOR5_1 = 50
      FLOOR4_8 = 30
      FLOOR7_1 = 30
      FLOOR0_1 = 40
      FLAT5    = 30
      FLOOR0_5 = 30
      SLIME15  = 20
      FLOOR3_3 = 10
    }

    ceilings =
    {
      CEIL3_2 = 30
      CEIL3_5 = 30
      FLAT1 = 30
      FLAT4 = 20
      FLOOR7_1 = 20
      SLIME14 = 10
      SLIME15 = 10
      MFLR8_1 = 5
    }
  }


  tech_VeryShiny =
  {
    env = "building"
    prob = 10

    walls =
    {
      SHAWN2 = 50
    }

    floors =
    {
      FLAT1 = 60
      FLAT9 = 60
      FLOOR4_5 = 20
      CEIL5_1 = 20
    }

    ceilings =
    {
      FLAT23 = 50
    }
  }


  tech_VeryTekky =
  {
    env  = "building"
    prob = 10

    walls =
    {
      TEKWALL4 = 50
    }

    floors =
    {
      CEIL4_3  = 60
      FLOOR0_2 = 60
      FLOOR5_1 = 40
      SLIME14  = 20
      CEIL5_1  = 20
    }

    ceilings =
    {
      CEIL5_1 = 50
    }
  }


  tech_VeryBluey =
  {
    env = "building"
    prob = 10

    walls =
    {
      COMPBLUE = 50
    }

    floors =
    {
      FLAT14 = 30
      FLOOR1_1 = 10

      CEIL4_1 = 20
      CEIL4_2 = 20

      FLAT4   = 10
      CEIL5_1 = 20
    }

    ceilings =
    {
      CEIL5_1 = 40
      CEIL4_1 = 25
      CEIL4_2 = 15

      FLOOR4_1 = 10
      FLAT23 = 10
    }
  }


  -- exactly the same Deimos's hellish room -
  -- now available for Doom2 Tech, but very rarely!
  -- note: some Doom1-only textures need to be properly
  -- substituted to their Doom2 variations, or closest possible
  tech_deimosRoom =
  {
    env = "building"
    prob = 15

    theme_override = "deimos"

    walls =
    {
      MARBLE1 = 15
      MARBLE2 = 15
      MARBLE3 = 15
      BROWNGRN = 15
      COMPSPAN = 15
      BROWN1 = 15
      STARTAN3 = 15
      STARG3 = 15
      WOOD1 = 15
      WOOD3 = 15
      WOOD5 = 15
      BROVINE2 = 15
      ICKWALL3 = 15
      GRAY7 = 15
    }

    floors =
    {
      DEM1_5 = 30
      DEM1_6 = 50
      FLAT10 = 5
      FLOOR7_1 = 5
      FLOOR7_2 = 50
      FLOOR4_1 = 30
      FLOOR4_6 = 20
      FLOOR4_8 = 50
      FLOOR5_2 = 35
      FLAT1 = 40
      FLAT5 = 30
      FLAT14 = 10
    }

    ceilings =
    {
      FLOOR7_2 = 50
      DEM1_5 = 50
      DEM1_6 = 30
      FLOOR6_2 = 5
      CEIL5_1 = 30
      CEIL3_3 = 50
      CEIL3_5 = 30
      CEIL4_1 = 10
      CEIL4_2 = 10
    }
  }


  tech_Cave_generic =
  {
    env  = "cave"
    prob = 50

    walls =
    {
      ZIMMER1  = 20
      ZIMMER2  = 20
      ZIMMER3  = 20
      ZIMMER4  = 20
      ZIMMER5  = 20
      ZIMMER7  = 20
      ZIMMER8  = 40
      BSTONE1  = 10
      BSTONE2  = 10

      ASHWALL2 = 20
      ASHWALL3 = 20
      ASHWALL4 = 20
      ASHWALL6 = 10
      ASHWALL7 = 10
      TANROCK4 = 10
      TANROCK5 = 10

      STONE4   = 10
      STONE6   = 10
    }

    floors =
    {
      ZIMMER8  = 20
      ZIMMER7  = 20
      BROWN144 = 30
      BSTONE1  = 30

      ASHWALL4 = 20
      ASHWALL3 = 20
      ASHWALL2 = 20
      TANROCK5 = 10
    }
  }


  tech_Outdoors_generic =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      BROWN1 = 10
      FLAT1 = 40
      SLIME14 = 5
      SLIME15 = 6

      BROWN144 = 85
      GRASS1 = 25
      GRASS2 = 25
      RROCK19 = 15
    }

    naturals =
    {
      RROCK17  = 50
      RROCK18  = 50
      RROCK19  = 50
      RROCK20  = 50
      ASHWALL2 = 20
      ASHWALL3 = 20
      ASHWALL4 = 20
      SP_ROCK1 = 70
      ZIMMER1  = 10
      ZIMMER2  = 10
      ZIMMER3  = 10
      ZIMMER4  = 10
      ZIMMER5  = 10
      ZIMMER7  = 10
      ROCK5    = 20
    }

    porch_floors =
    {
      FLAT1 = 10
      FLAT3 = 10
      FLAT5 = 5
      FLAT5_4 = 10
      FLAT19 = 10
      FLAT20 = 15
      CEIL5_2 = 15
      FLOOR0_3 = 10
      FLOOR0_5 = 10
      FLOOR3_3 = 8
      FLOOR4_1 = 8
      FLOOR4_5 = 8
      FLOOR5_3 = 10
      FLOOR7_1 = 15
      SLIME14 = 10
      SLIME15 = 10
      SLIME16 = 10
    }
  }


  tech_deuce_Hallway =
  {
    env   = "hallway"
    group = "deuce"
    prob  = 50

    walls =
    {
      TEKGREN1 = 50
      BROWN1   = 50
      GRAY7    = 20

      TEKWALL4 = 20
      TEKGREN2 = 30
      STARGR1 = 10
      STARTAN3 = 15
      STARG3 = 15

      PIPEWAL2 = 40
      PIPE2 = 10
      PIPE4 = 10
    }

    floors =
    {
      FLAT4  = 50
      FLAT14 = 50
      FLAT1  = 20
      FLOOR4_8 = 15
      FLOOR0_2 = 20
      CEIL4_1 = 20
    }

    ceilings =
    {
      CEIL3_5 = 50
      CEIL3_1 = 50
      RROCK03 = 50
      CEIL4_2 = 20
      CEIL5_1 = 40
    }
  }


  tech_metro_Hallway =
  {
    env   = "hallway"
    group = "metro"
    prob  = 15

    walls =
    {
      BROWN1 = 50
      SHAWN2 = 50
      STARTAN3 = 50
      STARG3 = 50
      BROWNGRN = 50
      BROWN96 = 50
      BRONZE4 = 50
      METAL7 = 50
      COMPBLUE = 50
    }

    floors =
    {
      FLAT1 = 50
      FLAT4 = 50
      FLAT19 = 50
      FLAT20 = 50
      FLAT3 = 50
      FLAT5 = 50
      FLOOR0_1 = 50
      FLOOR0_2 = 50
      FLOOR0_3 = 50
      FLOOR1_1 = 50
      FLOOR1_6 = 50
      FLOOR3_3 = 50
      FLOOR4_1 = 50
      FLOOR4_5 = 50
      FLOOR4_6 = 50
      FLOOR4_8 = 50
      FLOOR5_3 = 50
      SLIME14 = 50
      SLIME15 = 50
      SLIME16 = 50
    }

    ceilings =
    {
      CEIL3_2 = 50
      CEIL3_3 = 50
      CEIL3_5 = 50
      FLAT1 = 50
      FLAT18 = 50
      FLAT19 = 50
      FLAT20 = 50
      FLAT3 = 50
      FLOOR3_3 = 50
      FLOOR4_1 = 50
      FLOOR4_6 = 50
      FLOOR4_8 = 50
      FLOOR5_3 = 50
      FLOOR5_4 = 50
      SLIME14 = 50
      SLIME15 = 50
      SLIME16 = 50
    }
  }


  tech_mineshaft_Hallway =
  {
    env = "hallway"
    group = "mineshaft"
    prob = 50

    walls =
    {
      ROCK1 = 50
      ROCK2 = 50
      ROCK3 = 50
      ROCK4 = 50
      SP_ROCK1 = 50
      TANROCK5 = 50
      TANROCK7 = 50
      BSTONE1 = 50
      STONE4 = 50
      STONE5 = 50
      STONE6 = 50
      STONE7 = 50
    }

    floors =
    {
      FLAT10 = 50
      MFLR8_2 = 50
      MFLR8_3 = 50
      MFLR8_4 = 50
      GRNROCK = 50
      RROCK03 = 50
      RROCK09 = 50
      RROCK11 = 50
      RROCK12 = 50
      RROCK13 = 50
      RROCK15 = 50
      RROCK16 = 50
      RROCK17 = 50
      RROCK18 = 50
    }

    ceilings =
    {
      FLAT3 = 50 -- the mineshafts don't actually have
                 -- separate _CEIL textures
    }
  }


----- HELL / GOTHIC -----------------------------


  hell_GreenMarble =
  {
    env  = "building"
    prob = 40

    walls =
    {
      MARBLE1 = 20
      MARBLE2 = 50
      MARBLE3 = 50
    }

    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
    }

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


  hell_GrayMarble =
  {
    env  = "building"
    prob = 60

    walls =
    {
      MARBGRAY = 50
    }

    floors =
    {
      FLOOR7_1 = 50
      DEM1_5   = 40
      DEM1_6   = 20
      FLAT10   = 20
      FLAT5_4  = 20
      FLAT5_7  = 20
      FLAT5_8  = 20
      FLAT5_1  = 5
      FLAT5_2  = 5
    }

    ceilings =
    {
      FLOOR7_2 = 60
      DEM1_5   = 20
      FLOOR6_1 = 20
      FLOOR6_2 = 20
      MFLR8_4  = 15
    }
  }


  hell_gstone =
  {
    prob = 40
    env = "building"

    walls =
    {
      GSTONE1 = 80
      GSTVINE1 = 5
      GSTVINE2 = 5
    }

    floors =
    {
      FLAT1 = 10
      FLOOR6_2 = 5
      FLOOR7_1 = 10
      FLOOR7_2 = 20
      DEM1_6 = 20
      DEM1_5 = 20
      FLAT5_1  = 2
      FLAT5_2  = 2
      FLAT1_1 = 2
    }

    ceilings =
    {
      FLAT1 = 5
      FLAT10 = 3
      FLOOR6_2 = 3
      FLOOR7_2 = 30
      FLOOR6_1 = 3
      DEM1_5 = 10
    }

  }


  hell_Hotbrick =
  {
    env  = "building"
    prob = 40

    walls =
    {
      SP_HOT1 = 50
    }

    floors =
    {
      FLAT5_3 = 30
      FLAT10 = 50
      FLAT1 = 20
      FLOOR7_1 = 50
      FLAT5_7 = 10
      FLAT5_8 = 10
      FLOOR6_1 = 10
      FLOOR6_2 = 5
    }

    ceilings =
    {
      FLOOR6_1 = 20
      FLOOR6_2 = 20
      FLAT10 = 15
      FLAT5_3 = 10
    }
  }


  hell_Stone =
  {
    env  = "building"
    prob = 60

    walls =
    {
      STONE3 = 50
      STONE2 = 10
    }

    floors =
    {
      FLOOR6_2 = 30
      RROCK13  = 30
      GRNROCK  = 30
      DEM1_6   = 30
      SLIME13  = 30
    }

    ceilings =
    {
      RROCK12  = 30
      RROCK03  = 30
      MFLR8_2  = 30
      FLAT5_1  = 30
    }
  }


  hell_Viney =
  {
    env  = "building"
    prob = 10

    walls =
    {
      GSTVINE2 = 50
      GSTVINE1 = 10
    }

    floors =
    {
      FLAT1 = 10
      FLOOR7_1 = 10
      DEM1_6 = 5
      DEM1_5 = 5
      FLOOR7_2 = 10
    }

    ceilings =
    {
      FLAT1 = 5
      FLOOR7_2 = 20
      FLOOR6_1 = 3
    }
  }


  hell_Wood =
  {
    env  = "building"
    prob = 20

    walls =
    {
      WOOD1 = 50
      WOOD3 = 30
      WOOD5 = 30
      WOOD12 = 30
      WOODVERT = 10
    }

    floors =
    {
      FLAT5_1 = 50
      FLAT5_2 = 50
      FLOOR7_1 = 50
      FLAT5_4 = 20
      FLOOR4_6 = 10
      FLAT5    = 10
      FLAT1_1  = 10
      DEM1_6  = 5
    }

    ceilings =
    {
      FLOOR7_2 = 50
      RROCK14 = 40
      CEIL1_1 = 30
      FLAT5_2 = 15
      FLAT5_7 = 10
      RROCK13 = 10
      FLOOR7_1 = 5
    }
  }

  hell_Panel =
  {
    prob = 30
    env = "building"

    walls =
    {
      PANEL2 = 40
      PANEL3 = 40
      PANCASE2 = 25
      PANEL6 = 20
      PANEL8 = 35
      PANEL9 = 35
      TANROCK3 = 20
      STUCCO = 15
      WOOD1 = 5
      WOOD3 = 5
      WOOD5 = 5
      WOOD12 = 5
      WOODVERT = 5
    }

    floors =
    {
      FLAT5_5 = 50
      FLAT5_1 = 50
      FLAT5_2 = 50
      FLOOR3_3 = 15
      FLOOR1_6 = 10
      FLAT5 = 10
      DEM1_6 = 3
    }

    ceilings =
    {
      FLAT5_5 = 15
      CEIL1_1 = 20
      FLAT5_1 = 25
      FLAT5_2 = 25
      FLOOR7_1 = 5
    }
  }


  hell_Skin =
  {
    env  = "building"
    prob = 10

    walls =
    {
      SKINMET1 = 50
      SKINMET2 = 50
      SKINCUT  = 5
      SKINSYMB = 5
    }

    floors =
    {
      FLAT5_1  = 7
      FLAT5_2  = 5
      DEM1_5   = 10
      DEM1_6   = 10
      SFLR6_1  = 10
      FLOOR7_1 = 20
      FLOOR6_1 = 40
      SLIME13 = 20
    }

    ceilings =
    {
      SFLR6_1 = 30
      SFLR6_4 = 30
      FLAT5_2 = 5
      FLAT5_3 = 7
      FLAT5_4 = 5
      FLOOR7_2 = 10
      DEM1_5 = 10
    }
  }


  hell_Cave_generic =
  {
    env  = "cave"
    prob = 40

    walls =
    {
      SP_ROCK1 = 30

      ASHWALL2 = 30
      ASHWALL3 = 30
      ASHWALL4 = 30
      ASHWALL6 = 30
      ASHWALL7 = 30
      STONE4   = 10
      STONE6   = 15
      TANROCK5 = 10
      ROCK1    = 10
      ROCK2    = 10
      ROCK3    = 10
      SKINEDGE = 10
      CRACKLE4 = 10
      SKSNAKE1 = 10
      SKSNAKE2 = 10
    }

    floors =
    {
      MFLR8_3  = 20
      RROCK16  = 30
      RROCK09  = 30

      ASHWALL2 = 30
      RROCK04  = 20
      FLOOR6_1 = 20
      STONE    = 10

      RROCK02  = 10
      SKSNAKE1 = 10
    }
  }


  hell_Cave_Hot =
  {
    env  = "cave"
    prob = 60

    light_adjusts = { 32,48,64 }

    walls =
    {
      ROCKRED1 = 50
      FIRELAVA = 15
      FIREBLU1 = 15
      CRACKLE2 =  5
      CRACKLE4 =  5
    }

    floors =
    {
      FLOOR6_2 = 40
      FLOOR6_1 = 20

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


  hell_Outdoors_generic =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      FLOOR6_2 = 12
      FLAT5_7 = 20
      FLAT5_8 = 10
      RROCK03 = 30
      RROCK04 = 30
      RROCK09 = 15
      MFLR8_3 = 15
      SLIME13 = 10
      RROCK11 = 10
      RROCK12 = 10
      RROCK13 = 5
      RROCK01 = 5
      RROCK02 = 3
    }

    naturals =
    {
      ROCKRED1 = 50
      SP_ROCK1 = 30
      ASHWALL2 = 30
      ASHWALL3  = 25
      ASHWALL6  = 20
      ASHWALL7  = 15
      ASHWALL4 = 30
      SKIN2 = 10
      SKSNAKE1 = 30
      SKSNAKE2 = 30
    }

    porch_floors =
    {
      CEIL3_5 = 10
      DEM1_5 = 35
      DEM1_6 = 35
      FLAT1_1 = 10
      FLAT1_2 = 10
      FLAT5_1 = 35
      FLAT5_2 = 35
      FLOOR4_6 = 10
      FLOOR5_4 = 10
      MFLR8_1 = 10
      RROCK09 = 10
      RROCK12 = 10
      RROCK13 = 10
      RROCK14 = 10
    }
  }


  hell_deuce_Hallway =
  {
    env   = "hallway"
    group = "deuce"
    prob  = 100

    walls =
    {
      MARBGRAY = 80
      REDWALL  = 60
      SKIN2    = 60

      SKSPINE2 = 45
      SKINSYMB = 45
      GSTVINE1 = 40
      GSTVINE2 = 40
      WOODMET4 = 30
      WOODMET2 = 25
      WOODMET1 = 25
      GSTONE1  = 20
      SKINMET1 = 10
      SKINMET2 = 10

      GSTGARG = 10
      GSTLION = 10
      GSTSATYR = 10
    }

    floors =
    {
      FLAT1 = 50
      DEM1_6  = 30
      FLOOR6_2 = 15
      FLOOR7_1 = 20
      FLOOR7_2 = 25
      FLAT10  = 20
    }

    ceilings =
    {
      FLAT1 = 50
      SFLR6_1 = 20
      SFLR6_4 = 20
      FLAT5_2 = 10
      FLOOR7_2 = 20
      CEIL1_1 = 15
      BLOOD1 = 20
      LAVA1 = 15
    }


    y_offsets =
    {
      MARBGRAY = 24
      SKINSYMB = 30
      SKINMET1 = 30
      SKINMET2 = 30
      SKSPINE2 = 13
      SW1WOOD  = 47
      SW1LION  = 47
      SW1GARG  = 47
      SW1SATYR  = 47
      WOODMET4 = 16
      WOODMET2 = 16
      WOODMET1 = 16
    }
  }


  hell_vent_Hallway =
  {
    env   = "hallway"
    group = "vent"
    prob  = 50

    walls =
    {
      WOOD3 = 50
      WOOD5 = 50
      WOODMET1 = 50
    }

    floors =
    {
      FLAT5_1 = 50
      FLAT5_2 = 50
    }

    ceilings =
    {
      CEIL1_1 = 50
      CEIL3_2 = 50
      CEIL3_3 = 50
    }
  }


  hell_metro_Hallway =
  {
    env   = "hallway"
    group = "metro"
    prob  = 15

    walls =
    {
      BROWN1 = 50
      BIGDOOR5 = 50
      WOOD1 = 50
      MARBLE1 = 50
      FIREBLU1 = 50
      METAL = 50
      BROWNHUG = 50
      GSTONE1 = 50
      SP_HOT1 = 50
    }

    floors =
    {
      FLOOR7_1 = 50
      FLOOR7_2 = 50
      FLOOR5_4 = 50
      MFLR8_1 = 50
      MFLR8_2 = 50
      MFLR8_3 = 50
      MFLR8_4 = 50
      FLAT5_1 = 50
      FLAT5_2 = 50
      FLAT1_1 = 50
      FLAT1_2 = 50
      DEM1_5 = 50
      DEM1_6 = 50
    }

    ceilings =
    {
      CEIL3_5 = 50
      RROCK09 = 50
      RROCK12 = 50
      RROCK13 = 50
      RROCK04 = 50
      RROCK02 = 50
      RROCK01 = 50
      LAVA1 = 50
      GRNROCK = 50
      FLOOR6_1 = 50
      FLOOR6_2 = 50
      FLOOR7_1 = 50
      FLOOR7_2 = 50
      FLAT5_3 = 50
      FLAT5_4 = 50
      FLAT5_5 = 50
      FLAT5_6 = 50
      FLAT5_7 = 50
      FLAT5_8 = 50
      FLAT1_1 = 50
      FLAT1_2 = 50
      DEM1_5 = 50
      DEM1_6 = 50
      CEIL3_2 = 50
      CEIL3_5 = 50
    }
  }


  hell_mineshaft_Hallway =
  {
    env = "hallway"
    group = "mineshaft"
    prob = 50

    walls =
    {
      ROCK1 = 50
      ROCK2 = 50
      ROCK3 = 50
      ROCK4 = 50
      SP_ROCK1 = 50
      TANROCK5 = 50
      TANROCK7 = 50
      SKIN2 = 50
      SKINEDGE = 50
      SKSNAKE1 = 50
      SKSNAKE2 = 50
      SKSPINE2 = 50
      ZIMMER5 = 50
      ROCKRED1 = 50
    }

    floors =
    {
      FLAT10 = 50
      FLAT5_6 = 50
      FLAT5_7 = 50
      FLAT5_8 = 50
      FLOOR6_1 = 50
      FLOOR6_2 = 50
      FLOOR7_2 = 50
      MFLR8_2 = 50
      MFLR8_3 = 50
      MFLR8_4 = 50
      RROCK01 = 50
      RROCK02 = 50
      RROCK03 = 50
      RROCK04 = 50
      RROCK05 = 50
      RROCK16 = 50
      SFLR6_1 = 50
      SFLR6_4 = 50
      SLIME09 = 50
    }

    ceilings =
    {
      FLAT3 = 50 -- the mineshafts don't actually have
                 -- separate _CEIL textures
    }
  }

----  URBAN / CITY / EARTH  -----------------------


  urban_Brick =
  {
    env  = "building"
    prob = 100

    walls =
    {
      BIGBRIK1 = 80
      BIGBRIK2 = 80

      BRICK12 = 60
      BRICK5  = 40
      BRICK6  = 40
      BRICK7  = 40

      BRICK2  = 20
      BRICK8  = 20
      BRICK1  = 10
      BRICK9  = 10
    }

    floors =
    {
      FLAT1_1 = 50
      FLAT1_2 = 30
      FLAT1   = 30
      FLAT5   = 15
      FLAT5_1 = 50
      FLAT5_2 = 30
      FLAT5_4 = 20
      FLAT5_5 = 50
      FLAT8   = 30

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

    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_Panel =
  {
    env  = "building"
    prob = 50

    walls =
    {
      PANEL6 = 50
      PANEL8 = 50
      PANEL9 = 30
      PANEL7 = 20
      PANEL3 = 50
      PANEL2 = 50
      PANCASE2 = 30
    }

    floors =
    {
      FLOOR0_2 = 15
      FLOOR5_3 = 20
      FLOOR5_4 = 15
      FLAT1_1 = 30
      FLAT1_2 = 30
      FLAT1 = 15
      FLAT8 = 10
      FLAT5_5 = 50
      FLAT5_1 = 40
      FLAT5_2 = 40
      FLAT5 = 20
      FLOOR3_3 = 10
      FLOOR4_6 = 10
    }

    ceilings =
    {
      FLAT1 = 50
      CEIL1_1 = 20
      FLAT5_2 = 20
      CEIL3_3 = 10
      RROCK10 = 20
      RROCK11 = 10
      FLOOR7_1 = 5
      CEIL3_5 = 5
    }
  }


  urban_Stone =
  {
    env  = "building"
    prob = 40

    walls =
    {
      STONE  = 20
      STONE2 = 60
      STONE3 = 50
      ROCK1  = 10
      ROCK3  = 10
    }

    floors =
    {
      FLAT1_2 = 50
      FLAT1_1 = 20
      FLAT5_1 = 50
      FLAT5_2 = 50
      FLAT1 = 50
      FLAT8 = 20
      FLAT5_4 = 35
      FLAT5_5 = 20
      FLAT5_1 = 50
      SLIME14 = 15
      SLIME15 = 15
    }

    ceilings =
    {
      FLAT1 = 50
      CEIL1_1 = 20
      CEIL3_5 = 25
      MFLR8_1 = 30
      FLAT5_4 = 20
      RROCK11 = 20
      RROCK12 = 20
      FLAT5_2 = 10
    }
  }


  urban_RedBrick =
  {
    env  = "building"
    prob = 20

    walls =
    {
      BRICK11 = 50
    }

    floors =
    {
      RROCK14  = 40
      MFLR8_2  = 40
      FLAT1_1  = 40
      FLOOR3_3 = 20
      FLOOR5_4 = 20
      FLOOR6_2 = 10
    }

    ceilings =
    {
      FLOOR6_1 = 30
      FLAT5_1  = 20
      CEIL3_5  = 20
      FLAT8    = 10
      FLAT5_2  = 10
      FLAT5_4  = 5
    }
  }


  urban_GreenBrick =
  {
    env  = "building"
    prob = 20

    walls =
    {
      BRICK10 = 50
    }

    floors =
    {
      RROCK14  = 40
      MFLR8_1  = 40
      FLAT5_8  = 30
      FLAT1    = 20
      FLOOR7_1 = 10
      FLOOR3_3 = 10
    }

    ceilings =
    {
      GRNROCK  = 40
      FLOOR7_2 = 20
      FLAT10   = 20
      CEIL3_5  = 20
      CEIL5_1  = 20
      RROCK13  = 20
      FLAT8    = 10
    }
  }


  urban_Cement =
  {
    env  = "building"
    prob = 20

    walls =
    {
      CEMENT7 = 50
      CEMENT9 = 50
      GRAY1 = 20
      GRAY4 = 20
      GRAY5 = 20
      GRAY7 = 20
      GRAYBIG = 20
      GRAYTALL = 20
      STONE2 = 15
      STARG1 = 15
      STARTAN3 = 15
      MARBLE1 = 10
    }

    floors =
    {
      FLAT1    = 40
      FLAT5_4  = 40
      FLAT3    = 40
      FLAT10   = 20
      FLOOR3_3 = 20
      FLOOR6_2 = 20
      FLOOR4_8 = 10
      FLOOR5_1 = 10
      FLAT5_2 = 5
      FLAT5_1 = 5
    }

    ceilings =
    {
      FLAT19 = 50
      FLAT18 = 20
      FLAT5_4 = 25
      RROCK13  = 30
      MFLR8_1  = 30
      SLIME13  = 20
      FLOOR7_1 = 10
      FLAT4    = 10
      FLAT9 = 5
      FLAT5_2 = 5
      CEIL1_1 = 5
    }
  }


  urban_Wood =
  {
    env  = "building"
    prob = 20

    theme_override = "flesh"

    walls =
    {
      WOOD1 = 50
      WOOD3 = 30
      WOOD5 = 30
      WOOD12 = 30
      WOODVERT = 10
    }

    floors =
    {
      FLAT5_1 = 50
      FLAT5_2 = 50
      FLOOR7_1 = 50
      FLAT5_4 = 20
      FLOOR4_6 = 10
      FLAT5_5  = 15
      DEM1_5   = 10
      DEM1_6   = 15
    }

    ceilings =
    {
      FLOOR7_2 = 50
      RROCK14 = 40
      CEIL1_1 = 30
      FLAT5_2 = 10
      FLAT5_7 = 10
      RROCK10 = 10
      RROCK11 = 10
      RROCK12 = 10
      FLOOR7_1 = 5
    }
  }


  urban_Stucco =
  {
    env  = "building"
    prob = 20

    walls =
    {
      STUCCO3 = 60
      STUCCO1 = 30
    }

    floors =
    {
      FLAT5_5  = 50
      FLAT8    = 20
      FLOOR4_6 = 25
      FLOOR5_4 = 20
      FLAT1_1  = 30
      FLAT1_2  = 30
      DEM1_6   = 10

      FLAT5    = 30
      CEIL3_5  = 30
      MFLR8_2  = 20
      FLOOR1_6 = 10
      FLAT5_1  = 10
      FLAT5_2  = 10
    }

    ceilings =
    {
      CEIL1_1  = 30
      FLAT5_5  = 10
      FLAT5_2  = 5

      CEIL3_5  = 30
      FLAT18   = 20
      FLAT19   = 30
      RROCK03  = 10
      RROCK10  = 10
      RROCK12  = 5
    }
  }


  -- MSSP: MODWALL3 looks pretty weird
  -- as a regular wall texture now that fabs consistently use them more
  -- thus, this is now the 'brown' theme instead
  urban_BrownyMcBrownston =
  {
    env  = "building"
    prob = 20

    walls =
    {
      MODWALL1 = 60
      BROWN1 = 30
      BROWN144 = 40
      BROWNHUG = 20
      BRONZE1 = 20
      BRONZE3 = 20
    }

    floors =
    {
      FLAT5_4  = 50
      FLAT8    = 20
      FLOOR4_6 = 25
      FLAT1_1  = 30

      FLAT5    = 30
      CEIL3_5  = 30
      MFLR8_2  = 20
      FLOOR1_6 = 10
      FLAT5_1  = 10
      FLAT5_2  = 10
    }

    ceilings =
    {
      CEIL1_1  = 30
      FLAT5_5  = 10
      FLAT5_2  = 5

      CEIL3_5  = 30
      FLAT18   = 20
      FLAT19   = 30
      RROCK03  = 10
      RROCK10  = 10
      RROCK12  = 5
    }
  }


  -- MSSP: grey focused stuff, i.e. for the hospital/office look
  urban_ShadesOfGrey =
  {
    env = "building"
    prob = 40

    walls =
    {
      GRAY1 = 50
      GRAY4 = 30
      GRAY5 = 50
      GRAY7 = 50
      GRAYTALL = 5
      STONE2 = 20

      ICKWALL1 = 10 -- well, some hospitals and offices
      ICKWALL2 = 10 -- have probably fallen into disrepair by now
    }

    floors =
    {
      FLAT1 = 35
      FLAT18 = 20
      FLAT19 = 20
      FLAT20 = 50
      FLAT3 = 50
      FLAT4 = 30
      FLOOR0_3 = 50
      FLOOR0_5 = 50

      FLAT14 = 80 -- nice colored carpet look
      FLOOR1_6 = 80
      FLOOR7_1 = 25
      CEIL3_3 = 25
    }

    ceilings =
    {
      FLAT18 = 50
      FLAT19 = 50
      CEIL5_1 = 10
      FLAT9 = 20
      FLOOR0_3 = 20
      FLOOR0_5 = 20
      FLAT5_4 = 50
    }
  }


  urban_deuce_Hallway =
  {
    env   = "hallway"
    group = "deuce"
    prob  = 75

    walls =
    {
      WOOD1    = 90
      WOOD12   = 90
      WOOD9    = 90
      WOODVERT = 90

      BIGBRIK1 = 50
      BIGBRIK2 = 50
      BRICK10  = 50
      BRICK11  = 10

      PANEL1   = 50
      PANEL7   = 30
      PANEL8   = 30
      PANEL9   = 30
      STUCCO   = 30
      STUCCO1  = 30
      STUCCO3  = 30
    }

    floors =
    {
      FLAT5_1 = 50
      FLAT5_2 = 20
      FLAT8   = 50
      FLAT5_4 = 50
      MFLR8_1 = 50
      FLOOR5_3 = 20
      FLAT5 = 20
    }

    ceilings =
    {
      CEIL1_1 = 30
      FLAT5_2 = 25
      CEIL3_5 = 20
      MFLR8_1 = 50
      FLAT1   = 30
    }
  }


  urban_metro_Hallway =
  {
    env   = "hallway"
    group = "metro"
    prob  = 35

    walls =
    {
      BROWN1 = 50
      BIGBRIK1 = 50
      BIGBRIK2 = 50
      BIGBRIK3 = 50
      CEMENT7 = 50
      CEMENT9 = 50
      PANCASE1 = 50
      METAL2 = 50
      BRONZE1 = 50
    }

    floors =
    {
      FLAT1 = 50
      FLAT4 = 50
      FLAT19 = 50
      FLAT5_1 = 50
      FLAT5_2 = 50
      FLAT5_3 = 50
      FLAT5_4 = 50
      FLAT5_5 = 50
      FLAT8 = 50
      FLOOR0_5 = 50
      FLOOR4_6 = 50
      FLOOR5_4 = 50
      RROCK12 = 50
      RROCK13 = 50
      SLIME14 = 50
      SLIME15 = 50
      SLIME16 = 50
    }

    ceilings =
    {
      CEIL1_1 = 50
      CEIL3_1 = 50
      CEIL3_2 = 50
      CEIL3_3 = 50
      CEIL3_5 = 50
      FLAT20 = 50
      FLAT3 = 50
      FLAT5_1 = 50
      FLAT5_2 = 50
      FLAT5_4 = 50
      FLAT5_5 = 50
      FLOOR0_5 = 50
      FLOOR3_3 = 50
      FLOOR4_6 = 50
      FLOOR5_4 = 50
    }
  }


  urban_mineshaft_Hallway =
  {
    env = "hallway"
    group = "mineshaft"
    prob = 50

    walls =
    {
      ROCK1 = 50
      ROCK2 = 50
      ROCK3 = 50
      ROCK4 = 50
      SP_ROCK1 = 50
      TANROCK5 = 50
      TANROCK7 = 50
      STONE4 = 50
      STONE5 = 50
      STONE6 = 50
      STONE7 = 50
    }

    floors =
    {
      FLAT10 = 50
      MFLR8_2 = 50
      MFLR8_3 = 50
      MFLR8_4 = 50
      GRNROCK = 50
      RROCK03 = 50
      RROCK09 = 50
      RROCK11 = 50
      RROCK12 = 50
      RROCK13 = 50
      RROCK15 = 50
      RROCK16 = 50
      RROCK17 = 50
      RROCK18 = 50
    }

    ceilings =
    {
      FLAT3 = 50 -- the mineshafts don't actually have
                 -- separate _CEIL textures
    }
  }


  urban_Cave_generic =
  {
    env  = "cave"
    prob = 50

    walls =
    {
      ROCK1    = 40
      ROCK2    = 40
      ROCK3    = 40
      ASHWALL2 = 40
      ASHWALL3 = 40
      ASHWALL4 = 40

      ZIMMER1  = 10
      ZIMMER2  = 10
      ZIMMER3  = 20
      ZIMMER4  = 20
      ZIMMER5  = 20
      ZIMMER7  = 20
      ROCK5    = 15

      BSTONE1  = 10
      BSTONE2  = 10
      STONE4   = 10
      STONE5   = 10
      ASHWALL7 = 10
    }

    floors =
    {
      ROCK2    = 40
      ASHWALL2 = 40
      ASHWALL4 = 40

      ZIMMER1  = 10
      ZIMMER5  = 20

      BSTONE2  = 10
      STONE5   = 10
      RROCK18  = 20
      RROCK19  = 20
    }
  }


  urban_Outdoors_generic =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      STONE    = 50
      RROCK18  = 35
      RROCK19  = 35
      FLAT5_2  = 15
      FLAT1    = 25
      RROCK17  = 20
      FLOOR7_1 = 20
      GRASS1   = 15
      GRASS2   = 15
      RROCK03  = 10
      MFLR8_3  = 10
      FLOOR6_2 = 5
    }

    naturals =
    {
      ASHWALL2 = 50
      ASHWALL3 = 50
      FLAT10   = 40
      ASHWALL4 = 50
      ASHWALL6 = 35
      ASHWALL7 = 35
      TANROCK4 = 20
      TANROCK5 = 20
      SP_ROCK1 = 20
      BSTONE1  = 20
      BSTONE2  = 20
      ZIMMER1  = 15
      ZIMMER2  = 15
      ZIMMER3  = 15
      ZIMMER4  = 15
      ZIMMER5  = 15
      ZIMMER7  = 15
      ZIMMER8  = 15
      TANROCK7 = 15
      ROCK1    = 30
      ROCK2    = 20
      ROCK3    = 70
    }

    porch_floors =
    {
      CEIL3_3 = 10
      CEIL3_5 = 10
      FLAT1 = 10
      FLAT1_1 = 10
      FLAT1_2 = 10
      FLAT19 = 10
      FLAT3 = 10
      FLAT5 = 10
      FLAT5_1 = 20
      FLAT5_2 = 20
      FLAT5_5 = 20
      FLOOR0_1 = 10
      FLOOR4_6 = 10
      FLOOR5_3 = 10
      FLOOR5_4 = 10
      FLOOR7_1 = 20
      MFLR8_1 = 10
      RROCK14 = 10
      SLIME14 = 10
      SLIME15 = 10
      SLIME16 = 10
    }
  }
}


--------------------------------------------------------------------

DOOM.ROOMS =
{
  GENERIC =
  {
    env = "any"
  }


  ---- Indoors ----

  COMPUTER =
  {
    theme = "tech"
    prob  = 50
  }

  STORAGE =
  {
    prob  = 50
  }

  WASTE =
  {
    theme = "!hell"
    style = "liquids"
    prob  = 50
  }

  PRISON =
  {
    style = "cages"
    prob  = 50
  }

  TORTURE =
  {
    theme = { hell=1, urban=0.2 }
    prob  = 50
  }

  CHAPEL =
  {
    theme = "hell"
    prob  = 15
  }

  LIBRARY =
  {
    theme = "urban"
    prob  = 15
  }


  ---- Outdoors ----

  LAUNCH =
  {
    env = "outdoor"
    theme = "tech"
    prob = 10
  }

  GARDEN =
  {
    env = "outdoor"
    theme = "urban"
    prob = 50
  }

  GRAVEYARD =
  {
    env = "outdoor"
    theme = { hell=1, urban=0.4 }
    prob = 20
  }
}


--------------------------------------------------------------------

DOOM.NAMES =
{
  -- these tables provide *additional* words to those in naming.lua

  TECH =
  {
    lexicon =
    {
      a =
      {
        Deimos=15
        Phobos=15
        Ganymede=10
        Io=10
        Europa=10
        Callisto=10
        Lazarus=10
        Mimas=10
        Rhea=10
        Iapetus=10
        ["Tei Tenga"]=15
      }

      b =
      {
        UAC=30
      }

      s =
      {
        ["UAC Crisis"]=30
      }
    }
  }
}

--------------------------------------------------------------------

OB_THEMES["tech"] =
{
  label = _("Tech")
  game = "doomish"
  priority = 50
  name_class = "TECH"
  mixed_prob = 90
}


OB_THEMES["urban"] =
{
  label = _("Urban")
  game = "doom2"
  priority = 30
  name_class = "URBAN"
  mixed_prob = 35
}


OB_THEMES["hell"] =
{
  label = _("Hell")
  game = "doomish"
  priority = 20
  name_class = "GOTHIC"
  mixed_prob = 35
}
