From: "-EraserX-" <EraserX@mindless.com>
To: <ml@qoole.com>
Reply-To: ml@qoole.com
Date: Mon, 2 Feb 1998 08:53:00 +0100
Subject: Re: Power Qubes [Q2]

This is a multi-part message in MIME format.

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here, an example-map, i made especially for you :)
-----Original Message-----
    From: Colin Barker <colin@c-a-bark.dircon.co.uk>
    To: ml@qoole.com <ml@qoole.com>
    Date: Sunday, February 01, 1998 10:07 PM
    Subject: Power Qubes [Q2]
   =20
   =20
    Hi
    =20
    In the warehouse levels on Quake 2 you can pic up power cubes, and =
then put them into another hole. For the life of me I cant work out how =
to create one of the slots to put a power cube in and set that to =
trigger something, (for example ligts and sounds). I can get the lights =
to turn off when you take a power cuble, but that is it.
    =20
    Thanx
    =20
    Colin

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN">
<HTML>
<HEAD>

<META content=3Dtext/html;charset=3Diso-8859-1 =
http-equiv=3DContent-Type><!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 =
HTML//EN">
<META content=3D'"MSHTML 4.72.0103.0"' name=3DGENERATOR>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT color=3D#000000 size=3D2>here, an example-map, i made =
especially for you=20
:)</FONT></DIV>
<BLOCKQUOTE=20
style=3D"BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: =
5px">
    <DIV><FONT face=3DArial size=3D2><B>-----Original =
Message-----</B><BR><B>From:=20
    </B>Colin Barker &lt;<A=20
    =
href=3D"mailto:colin@c-a-bark.dircon.co.uk">colin@c-a-bark.dircon.co.uk</=
A>&gt;<BR><B>To:=20
    </B><A href=3D"mailto:ml@qoole.com">ml@qoole.com</A> &lt;<A=20
    href=3D"mailto:ml@qoole.com">ml@qoole.com</A>&gt;<BR><B>Date: =
</B>Sunday,=20
    February 01, 1998 10:07 PM<BR><B>Subject: </B>Power Qubes=20
    [Q2]<BR><BR></DIV></FONT>
    <DIV><FONT color=3D#000000 size=3D2>Hi</FONT></DIV>
    <DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
    <DIV><FONT color=3D#000000 size=3D2>In the warehouse levels on Quake =
2 you can=20
    pic up power cubes, and then put them into another hole. For the =
life of me=20
    I cant work out how to create one of the slots to put a power cube =
in and=20
    set that to trigger something, (for example ligts and sounds). I can =
get the=20
    lights to turn off when you take a power cuble, but that is =
it.</FONT></DIV>
    <DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
    <DIV><FONT color=3D#000000 size=3D2>Thanx</FONT></DIV>
    <DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
    <DIV><FONT color=3D#000000 =
size=3D2>Colin</FONT></DIV></BLOCKQUOTE></BODY></HTML>

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Content-Type: application/octet-stream;
	name="power.qle"
Content-Transfer-Encoding: quoted-printable
Content-Disposition: attachment;
	filename="power.qle"

// QOOLE
// Brushes: 31
// Entities: 10
// Objects: 43

{ // Brush 0
  ( 0.0 0.0 124.000008 ) ( 0.0 500.000031 124.000008 ) ( 500.000031 0.0 =
124.000008 ) e2u3/floor3_5 0 0 0 1.00 1.00
  ( 22.000002 0.0 0.0 ) ( 22.000002 0.0 500.000031 ) ( 22.000002 =
500.000031 0.0 ) e2u3/floor3_5 0 0 0 1.00 1.00
  ( 0.0 -124.000008 0.0 ) ( 0.0 -124.000008 500.000031 ) ( 500.000031 =
-124.000008 0.0 ) e2u3/floor3_5 0 0 0 1.00 1.00
  ( -22.000002 0.0 0.0 ) ( -22.000002 500.000031 0.0 ) ( -22.000002 0.0 =
500.000031 ) e2u3/floor3_5 0 0 0 1.00 1.00
  ( 0.0 124.000008 0.0 ) ( 500.000031 124.000008 0.0 ) ( 0.0 124.000008 =
500.000031 ) e2u3/floor3_5 0 0 0 1.00 1.00
  ( 0.0 0.0 -124.000008 ) ( 500.000031 0.0 -124.000008 ) ( 0.0 =
500.000031 -124.000008 ) e2u3/floor3_5 0 0 0 1.00 1.00
} // Brush 0

{ // Brush 1
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 128.0 0.0 0.0 ) ( 128.0 0.0 500.000031 ) ( 128.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -128.0 0.0 ) ( 0.0 -128.0 500.000031 ) ( 500.000031 -128.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -128.0 0.0 0.0 ) ( -128.0 500.000031 0.0 ) ( -128.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 128.0 0.0 ) ( 500.000031 128.0 0.0 ) ( 0.0 128.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 1

{ // Brush 2
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -126.000008 0.0 0.0 ) ( -126.000008 500.000031 0.0 ) ( -126.000008 =
0.0 500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -126.000008 ) ( 500.000031 0.0 -126.000008 ) ( 0.0 =
500.000031 -126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 126.000008 ) ( 0.0 500.000031 126.000008 ) ( 500.000031 0.0 =
126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 126.000008 0.0 0.0 ) ( 126.000008 0.0 500.000031 ) ( 126.000008 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 2

{ // Brush 3
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 126.000008 0.0 ) ( 500.000031 126.000008 0.0 ) ( 0.0 126.000008 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -126.000008 ) ( 500.000031 0.0 -126.000008 ) ( 0.0 =
500.000031 -126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 126.000008 ) ( 0.0 500.000031 126.000008 ) ( 500.000031 0.0 =
126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -126.000008 0.0 ) ( 0.0 -126.000008 500.000031 ) ( 500.000031 =
-126.000008 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 3

{ // Brush 4
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -126.000008 ) ( 500.000031 0.0 -126.000008 ) ( 0.0 =
500.000031 -126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 126.000008 ) ( 0.0 500.000031 126.000008 ) ( 500.000031 0.0 =
126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 124.000008 0.0 0.0 ) ( 124.000008 0.0 500.000031 ) ( 124.000008 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -124.000008 0.0 0.0 ) ( -124.000008 500.000031 0.0 ) ( -124.000008 =
0.0 500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 4

{ // Brush 5
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 124.000008 0.0 0.0 ) ( 124.000008 0.0 500.000031 ) ( 124.000008 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -124.000008 0.0 ) ( 0.0 -124.000008 500.000031 ) ( 500.000031 =
-124.000008 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -124.000008 0.0 0.0 ) ( -124.000008 500.000031 0.0 ) ( -124.000008 =
0.0 500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 124.000008 0.0 ) ( 500.000031 124.000008 0.0 ) ( 0.0 124.000008 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 5

{ // Brush 6
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -128.0 0.0 ) ( 0.0 -128.0 500.000031 ) ( 500.000031 -128.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 128.0 0.0 ) ( 500.000031 128.0 0.0 ) ( 0.0 128.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 64.0 ) ( 0.0 500.000031 64.0 ) ( 500.000031 0.0 64.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -64.0 ) ( 500.000031 0.0 -64.0 ) ( 0.0 500.000031 -64.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 6

{ // Brush 7
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -36.0 0.0 ) ( 0.0 -36.0 500.000031 ) ( 500.000031 -36.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 36.0 0.0 ) ( 500.000031 36.0 0.0 ) ( 0.0 36.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 7

{ // Brush 8
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 32.0 0.0 ) ( 500.000031 32.0 0.0 ) ( 0.0 32.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -32.0 0.0 ) ( 0.0 -32.0 500.000031 ) ( 500.000031 -32.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 8

{ // Brush 9
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -60.000004 0.0 ) ( 0.0 -60.000004 500.000031 ) ( 500.000031 =
-60.000004 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 60.000004 0.0 ) ( 500.000031 60.000004 0.0 ) ( 0.0 60.000004 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 9

{ // Brush 10
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 64.0 0.0 0.0 ) ( 64.0 0.0 500.000031 ) ( 64.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -64.0 0.0 ) ( 0.0 -64.0 500.000031 ) ( 500.000031 -64.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -64.0 0.0 0.0 ) ( -64.0 500.000031 0.0 ) ( -64.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 64.0 0.0 ) ( 500.000031 64.0 0.0 ) ( 0.0 64.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 10

{ // Brush 11
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -62.000004 0.0 0.0 ) ( -62.000004 500.000031 0.0 ) ( -62.000004 0.0 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 62.000004 0.0 0.0 ) ( 62.000004 0.0 500.000031 ) ( 62.000004 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 11

{ // Brush 12
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 60.000004 0.0 0.0 ) ( 60.000004 0.0 500.000031 ) ( 60.000004 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -60.000004 0.0 0.0 ) ( -60.000004 500.000031 0.0 ) ( -60.000004 0.0 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 12

{ // Brush 13
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 60.000004 0.0 0.0 ) ( 60.000004 0.0 500.000031 ) ( 60.000004 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -60.000004 0.0 ) ( 0.0 -60.000004 500.000031 ) ( 500.000031 =
-60.000004 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -60.000004 0.0 0.0 ) ( -60.000004 500.000031 0.0 ) ( -60.000004 0.0 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 60.000004 0.0 ) ( 500.000031 60.000004 0.0 ) ( 0.0 60.000004 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 13

{ // Brush 14
  ( -2.0 0.0 0.0 ) ( -2.001 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 14

{ // Brush 15
  ( -2.0 0.0 0.0 ) ( -2.001 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -60.000004 0.0 ) ( 0.0 -60.000004 500.000031 ) ( 500.000031 =
-60.000004 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 60.000004 0.0 ) ( 500.000031 60.000004 0.0 ) ( 0.0 60.000004 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 15

{ // Brush 16
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 16

{ // Brush 17
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 17

{ // Brush 18
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -60.000004 0.0 ) ( 0.0 -60.000004 500.000031 ) ( 500.000031 =
-60.000004 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 60.000004 0.0 ) ( 500.000031 60.000004 0.0 ) ( 0.0 60.000004 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 18

{ // Brush 19
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -128.0 0.0 0.0 ) ( -128.0 500.000031 0.0 ) ( -128.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 128.0 0.0 ) ( 500.000031 128.0 0.0 ) ( 0.0 128.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 128.0 0.0 0.0 ) ( 128.0 0.0 500.000031 ) ( 128.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -128.0 0.0 ) ( 0.0 -128.0 500.000031 ) ( 500.000031 -128.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 19

{ // Brush 20
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 126.000008 0.0 0.0 ) ( 126.000008 0.0 500.000031 ) ( 126.000008 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -126.000008 ) ( 500.000031 0.0 -126.000008 ) ( 0.0 =
500.000031 -126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 126.000008 ) ( 0.0 500.000031 126.000008 ) ( 500.000031 0.0 =
126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -126.000008 0.0 0.0 ) ( -126.000008 500.000031 0.0 ) ( -126.000008 =
0.0 500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 20

{ // Brush 21
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -126.000008 0.0 ) ( 0.0 -126.000008 500.000031 ) ( 500.000031 =
-126.000008 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -126.000008 ) ( 500.000031 0.0 -126.000008 ) ( 0.0 =
500.000031 -126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 126.000008 ) ( 0.0 500.000031 126.000008 ) ( 500.000031 0.0 =
126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 126.000008 0.0 ) ( 500.000031 126.000008 0.0 ) ( 0.0 126.000008 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 21

{ // Brush 22
  ( 0.0 -2.0 0.0 ) ( 0.0 -2.0 500.000031 ) ( 500.000031 -2.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -126.000008 ) ( 500.000031 0.0 -126.000008 ) ( 0.0 =
500.000031 -126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 126.000008 ) ( 0.0 500.000031 126.000008 ) ( 500.000031 0.0 =
126.000008 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( -124.000008 0.0 0.0 ) ( -124.000008 500.000031 0.0 ) ( -124.000008 =
0.0 500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 124.000008 0.0 0.0 ) ( 124.000008 0.0 500.000031 ) ( 124.000008 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 2.0 0.0 ) ( 500.000031 2.0 0.0 ) ( 0.0 2.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 22

{ // Brush 23
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( -124.000008 0.0 0.0 ) ( -124.000008 500.000031 0.0 ) ( -124.000008 =
0.0 500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 124.000008 0.0 ) ( 500.000031 124.000008 0.0 ) ( 0.0 124.000008 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 124.000008 0.0 0.0 ) ( 124.000008 0.0 500.000031 ) ( 124.000008 =
500.000031 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -124.000008 0.0 ) ( 0.0 -124.000008 500.000031 ) ( 500.000031 =
-124.000008 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 23

{ // Brush 24
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 128.0 0.0 ) ( 500.000031 128.0 0.0 ) ( 0.0 128.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -128.0 0.0 ) ( 0.0 -128.0 500.000031 ) ( 500.000031 -128.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 64.0 ) ( 0.0 500.000031 64.0 ) ( 500.000031 0.0 64.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -64.0 ) ( 500.000031 0.0 -64.0 ) ( 0.0 500.000031 -64.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 24

{ // Brush 25
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 36.0 0.0 ) ( 500.000031 36.0 0.0 ) ( 0.0 36.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -36.0 0.0 ) ( 0.0 -36.0 500.000031 ) ( 500.000031 -36.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 25

{ // Brush 26
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -32.0 0.0 ) ( 0.0 -32.0 500.000031 ) ( 500.000031 -32.0 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -62.000004 ) ( 500.000031 0.0 -62.000004 ) ( 0.0 500.000031 =
-62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 62.000004 ) ( 0.0 500.000031 62.000004 ) ( 500.000031 0.0 =
62.000004 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 32.0 0.0 ) ( 500.000031 32.0 0.0 ) ( 0.0 32.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 26

{ // Brush 27
  ( -2.0 0.0 0.0 ) ( -2.0 500.000031 0.0 ) ( -2.0 0.0 500.000031 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 -2.0 ) ( 500.000031 0.0 -2.0 ) ( 0.0 500.000031 -2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 2.0 0.0 0.0 ) ( 2.0 0.0 500.000031 ) ( 2.0 500.000031 0.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 60.000004 0.0 ) ( 500.000031 60.000004 0.0 ) ( 0.0 60.000004 =
500.000031 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 -60.000004 0.0 ) ( 0.0 -60.000004 500.000031 ) ( 500.000031 =
-60.000004 0.0 ) e2u1/floor3_7 0 0 0 1.00 1.00
  ( 0.0 0.0 2.0 ) ( 0.0 500.000031 2.0 ) ( 500.000031 0.0 2.0 ) =
e2u1/floor3_7 0 0 0 1.00 1.00
} // Brush 27

{ // Brush 28
  ( 0.0 0.0 40.0 ) ( 0.0 500.000031 40.0 ) ( 500.000031 0.0 40.0 ) =
e1u1/clip 0 0 0 1.00 1.00
  ( 48.000004 0.0 0.0 ) ( 48.000004 0.0 500.000031 ) ( 48.000004 =
500.000031 0.0 ) e1u1/clip 0 0 0 1.00 1.00
  ( 0.0 -36.0 0.0 ) ( 0.0 -36.0 500.000031 ) ( 500.000031 -36.0 0.0 ) =
e1u1/clip 0 0 0 1.00 1.00
  ( -48.000004 0.0 0.0 ) ( -48.000004 500.000031 0.0 ) ( -48.000004 0.0 =
500.000031 ) e1u1/clip 0 0 0 1.00 1.00
  ( 0.0 36.0 0.0 ) ( 500.000031 36.0 0.0 ) ( 0.0 36.0 500.000031 ) =
e1u1/clip 0 0 0 1.00 1.00
  ( 0.0 0.0 -40.0 ) ( 500.000031 0.0 -40.0 ) ( 0.0 500.000031 -40.0 ) =
e1u1/clip 0 0 0 1.00 1.00
} // Brush 28

{ // Brush 29
  ( 0.0 0.0 18.0 ) ( 0.0 500.000031 18.0 ) ( 500.000031 0.0 18.0 ) =
e1u1/btelev 0 0 0 1.00 1.00
  ( 32.0 0.0 0.0 ) ( 32.0 0.0 500.000031 ) ( 32.0 500.000031 0.0 ) =
e1u1/btelev 0 0 0 1.00 1.00
  ( 0.0 -26.000002 0.0 ) ( 0.0 -26.000002 500.000031 ) ( 500.000031 =
-26.000002 0.0 ) e1u1/btelev 0 0 0 1.00 1.00
  ( -32.0 0.0 0.0 ) ( -32.0 500.000031 0.0 ) ( -32.0 0.0 500.000031 ) =
e1u1/btelev 0 0 0 1.00 1.00
  ( 0.0 26.000002 0.0 ) ( 500.000031 26.000002 0.0 ) ( 0.0 26.000002 =
500.000031 ) e1u1/btelev 0 0 0 1.00 1.00
  ( 0.0 0.0 -18.0 ) ( 500.000031 0.0 -18.0 ) ( 0.0 500.000031 -18.0 ) =
e1u1/btelev 0 0 0 1.00 1.00
} // Brush 29

{ // Brush 30
  ( 0.0 0.0 18.0 ) ( 0.0 500.000031 18.0 ) ( 500.000031 0.0 18.0 ) =
e1u1/btelev 0 0 0 1.00 1.00
  ( 32.0 0.0 0.0 ) ( 32.0 0.0 500.000031 ) ( 32.0 500.000031 0.0 ) =
e1u1/btelev 0 0 0 1.00 1.00
  ( 0.0 -26.000002 0.0 ) ( 0.0 -26.000002 500.000031 ) ( 500.000031 =
-26.000002 0.0 ) e1u1/btelev 0 0 0 1.00 1.00
  ( -32.0 0.0 0.0 ) ( -32.0 500.000031 0.0 ) ( -32.0 0.0 500.000031 ) =
e1u1/btelev 0 0 0 1.00 1.00
  ( 0.0 26.000002 0.0 ) ( 500.000031 26.000002 0.0 ) ( 0.0 26.000002 =
500.000031 ) e1u1/btelev 0 0 0 1.00 1.00
  ( 0.0 0.0 -18.0 ) ( 500.000031 0.0 -18.0 ) ( 0.0 500.000031 -18.0 ) =
e1u1/btelev 0 0 0 1.00 1.00
} // Brush 30

{ // Entity 0
  "classname"     "worldspawn"
  "message"       "The powercubes, by EraserX"
} // Entity 0

{ // Entity 1
  "classname"     "func_door"
  "speed"         "50"
  "wait"          "-1.000000"
  "lip"           "8"
  "dmg"           "2"
  "angle"         "-2"
  "targetname"    "door"
  "target"        "power"
} // Entity 1

{ // Entity 2
  "classname"     "key_power_cube"
  "origin"        "0 0 0"
} // Entity 2

{ // Entity 3
  "classname"     "light"
  "origin"        "0 0 0"
  "light"         "300"
  "_color"        "1.00 0.44 0.44"
} // Entity 3

{ // Entity 4
  "classname"     "trigger_multiple"
  "wait"          "0.2"
  "target"        "key"
} // Entity 4

{ // Entity 5
  "classname"     "key_power_cube"
  "origin"        "0 0 0"
  "spawnflags"    "3"
  "targetname"    "power"
} // Entity 5

{ // Entity 6
  "classname"     "trigger_key"
  "origin"        "0 0 0"
  "target"        "door"
  "targetname"    "key"
  "item"          "key_power_cube"
} // Entity 6

{ // Entity 7
  "classname"     "light"
  "origin"        "0 0 0"
  "light"         "300"
  "_color"        "1.00 0.44 0.44"
} // Entity 7

{ // Entity 8
  "classname"     "light"
  "origin"        "0 0 0"
  "light"         "300"
  "_color"        "1.00 0.44 0.44"
} // Entity 8

{ // Entity 9
  "classname"     "info_player_start"
  "origin"        "0 0 0"
  "angle"         "0"
} // Entity 9

{ // Object 0 :=20
  Position: (0.0, 0.0, 0.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Objects: 1
  Entity: 0
} // Object 0

{ // Object 1 :=20
  Position: (0.0, 0.0, 0.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Objects: 2, 3, 13, 14, 15, 25, 35, 36, 37, 38
  Objects: 39, 40, 41, 42
} // Object 1

{ // Object 2 : Cube
  Position: (486.0, 8.0, 124.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 0
  Entity: 1
} // Object 2

{ // Object 3 : Cube
  Position: (0.0, -0.000015, 123.999992)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Objects: 4, 5, 6, 7, 8, 9, 10, 11, 12
} // Object 3

{ // Object 4 :=20
  Position: (0.0, 0.0, 126.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 1
} // Object 4

{ // Object 5 :=20
  Position: (-2.0, -126.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 2
} // Object 5

{ // Object 6 :=20
  Position: (-126.0, 2.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 3
} // Object 6

{ // Object 7 :=20
  Position: (0.0, 126.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 4
} // Object 7

{ // Object 8 :=20
  Position: (0.0, 0.0, -126.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 5
} // Object 8

{ // Object 9 :=20
  Position: (126.0, 0.0, 60.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 6
} // Object 9

{ // Object 10 :=20
  Position: (126.0, -92.0, -66.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 7
} // Object 10

{ // Object 11 :=20
  Position: (126.0, 96.0, -66.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 8
} // Object 11

{ // Object 12 :=20
  Position: (126.0, 4.0, -126.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 9
} // Object 12

{ // Object 13 :=20
  Position: (-88.0, 0.0, 44.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Entity: 2
} // Object 13

{ // Object 14 :=20
  Position: (4.0, 8.0, 116.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Entity: 3
} // Object 14

{ // Object 15 : Cube
  Position: (192.0, 4.0, 60.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Objects: 16, 17, 18, 19, 20, 21, 22, 23, 24
} // Object 15

{ // Object 16 :=20
  Position: (0.0, 0.0, 62.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 10
} // Object 16

{ // Object 17 :=20
  Position: (-2.0, -62.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 11
} // Object 17

{ // Object 18 :=20
  Position: (0.0, 62.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 12
} // Object 18

{ // Object 19 :=20
  Position: (0.0, 0.0, -62.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 13
} // Object 19

{ // Object 20 :=20
  Position: (-62.0, 62.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 14
} // Object 20

{ // Object 21 :=20
  Position: (-62.0, 0.0, -62.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 15
} // Object 21

{ // Object 22 :=20
  Position: (62.0, -62.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 16
} // Object 22

{ // Object 23 :=20
  Position: (62.0, 62.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 17
} // Object 23

{ // Object 24 :=20
  Position: (62.0, 0.0, -62.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 18
} // Object 24

{ // Object 25 : Cube
  Position: (384.0, 7.999985, 123.999992)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Objects: 26, 27, 28, 29, 30, 31, 32, 33, 34
} // Object 25

{ // Object 26 :=20
  Position: (0.0, 0.0, 126.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 19
} // Object 26

{ // Object 27 :=20
  Position: (2.0, 126.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 20
} // Object 27

{ // Object 28 :=20
  Position: (126.0, -2.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 21
} // Object 28

{ // Object 29 :=20
  Position: (0.0, -126.0, -2.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 22
} // Object 29

{ // Object 30 :=20
  Position: (0.0, 0.0, -126.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 23
} // Object 30

{ // Object 31 :=20
  Position: (-126.0, 0.0, 60.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 24
} // Object 31

{ // Object 32 :=20
  Position: (-126.0, 92.0, -66.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 25
} // Object 32

{ // Object 33 :=20
  Position: (-126.0, -96.0, -66.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 26
} // Object 33

{ // Object 34 :=20
  Position: (-126.0, -4.0, -126.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 27
} // Object 34

{ // Object 35 : Cube
  Position: (352.0, 96.0, 40.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 28
  Entity: 4
} // Object 35

{ // Object 36 :=20
  Position: (356.0, 108.0, 52.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Entity: 5
} // Object 36

{ // Object 37 :=20
  Position: (340.0, -68.0, 52.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Entity: 6
} // Object 37

{ // Object 38 :=20
  Position: (360.0, 4.0, 132.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Entity: 7
} // Object 38

{ // Object 39 :=20
  Position: (204.0, 4.0, 44.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Entity: 8
} // Object 39

{ // Object 40 :=20
  Position: (44.0, 0.0, 44.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Entity: 9
} // Object 40

{ // Object 41 : Cube
  Position: (352.0, 106.0, 18.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 29
} // Object 41

{ // Object 42 : Cube
  Position: (352.0, 106.0, 94.0)
  Orientation (rad): (0.0, 0.0, 0.0)
  Scale: (1.0, 1.0, 1.0)
  Brush: 30
} // Object 42


------=_NextPart_000_0026_01BD2FB7.F754EAA0--



