^BaseWorld: Inherits: ^Palettes AlwaysVisible: ScreenMap: ActorMap: Selection: MusicPlaylist: VictoryMusic: score DefeatMusic: maps TerrainRenderer: TerrainLighting: ShroudRenderer: Index: 255, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240, 20, 40, 56, 65, 97, 130, 148, 194, 24, 33, 66, 132, 28, 41, 67, 134, 1, 2, 4, 8, 3, 6, 12, 9, 7, 14, 13, 11, 5, 10, 15, 255 UseExtendedIndex: true ShroudPalette: shroud FogPalette: shroud Locomotor@FOOT: Name: foot Crushes: crate SharesCell: true TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 90 DirtRoad: 100 Rough: 80 Tiberium: 90 BlueTiberium: 90 Veins: 50 Locomotor@FLAMEGUY: Name: flameguy SharesCell: true TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 90 DirtRoad: 100 Rough: 80 Tiberium: 90 BlueTiberium: 90 Veins: 50 JumpjetLocomotor@JUMPJET: Name: jumpjet Crushes: crate SharesCell: true JumpjetTransitionCost: 100 TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 90 DirtRoad: 100 Rough: 80 Tiberium: 90 BlueTiberium: 90 Veins: 50 Jumpjet: 110 Locomotor@WHEELED: Name: wheeled Crushes: crate TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 50 DirtRoad: 90 Rough: 40 Tiberium: 50 BlueTiberium: 50 Veins: 50 PathingCost: 90 Locomotor@HEAVYWHEELED: Name: heavywheeled Crushes: wall, crate, infantry TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 50 DirtRoad: 90 Rough: 40 Tiberium: 50 BlueTiberium: 50 Veins: 50 PathingCost: 90 Locomotor@TRACKED: Name: tracked Crushes: wall, crate, infantry TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 100 DirtRoad: 90 Rough: 60 Tiberium: 70 BlueTiberium: 70 Veins: 70 Locomotor@AMPHIBIOUS: Name: amphibious Crushes: wall, crate, infantry TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 100 DirtRoad: 90 Rough: 60 Tiberium: 70 BlueTiberium: 70 Veins: 70 Water: 80 SubterraneanLocomotor@SUBTERRANEAN: Name: subterranean Crushes: wall, crate, infantry TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 100 DirtRoad: 90 Rough: 60 Tiberium: 70 BlueTiberium: 70 Veins: 70 Subterranean: 120 SubterraneanTransitionTerrainTypes: Clear, Rough SubterraneanTransitionCost: 120 Locomotor@HOVER: Name: hover Crushes: wall, crate, infantry TerrainSpeeds: Clear: 100 Road: 100 Bridge: 100 Rail: 100 DirtRoad: 100 Rough: 100 Water: 100 Tiberium: 100 BlueTiberium: 100 Veins: 100 Locomotor@SMALLVISC: Name: smallvisc Crushes: visceroid-fusing TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 80 DirtRoad: 90 Rough: 70 Tiberium: 100 BlueTiberium: 100 Veins: 100 Locomotor@VISCEROID: Name: visceroid Crushes: infantry TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 80 DirtRoad: 90 Rough: 70 Tiberium: 100 BlueTiberium: 100 Veins: 100 Locomotor@CRITTER: Name: critter TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 80 DirtRoad: 90 Rough: 70 Tiberium: 100 BlueTiberium: 100 Veins: 100 Locomotor@TRAIN: Name: train TerrainSpeeds: Rail: 100 Crushes: wall, crate, infantry Faction@Random: Name: Any InternalName: Random RandomFactionMembers: gdi, nod Description: Random Faction\nA random faction will be chosen when the game starts. Faction@0: Name: GDI InternalName: gdi Description: Global Defense Initiative\nThe GDI is an international military branch of the United Nations tasked\nwith keeping world peace. Commanding the combined forces of the world's\nmost powerful nations, they possess an unmatched arsenal of high-tech weaponry. Faction@1: Name: Nod InternalName: nod Description: Brotherhood of Nod\nThe Brotherhood is a religious cult centered around their leader Kane\nand the alien substance Tiberium. They utilize stealth technology\nand guerilla tactics to defeat those who oppose them. TerrainGeometryOverlay: DebugVisualizations: ExitsDebugOverlayManager: CliffBackImpassabilityLayer: SubterraneanActorLayer: JumpjetActorLayer: TSTiberiumRenderer: ResourceTypes: Tiberium: Sequences: tib01, tib02, tib03, tib04, tib05, tib06, tib07, tib08, tib09, tib10, tib11, tib12 Palette: greentiberium Name: Tiberium BlueTiberium: Sequences: tib01, tib02, tib03, tib04, tib05, tib06, tib07, tib08, tib09, tib10, tib11, tib12 Palette: bluetiberium Name: Tiberium Ramp1Sequences: Tiberium: tib13, tib14 BlueTiberium: tib13, tib14 Ramp2Sequences: Tiberium: tib15, tib16 BlueTiberium: tib15, tib16 Ramp3Sequences: Tiberium: tib17, tib18 BlueTiberium: tib17, tib18 Ramp4Sequences: Tiberium: tib19, tib20 BlueTiberium: tib19, tib20 TSVeinsRenderer: ResourceType: Veins Name: Veins Palette: player VeinholeActors: veinhole World: Inherits: ^BaseWorld ChatCommands: DevCommands: DebugVisualizationCommands: PlayerCommands: HelpCommand: BuildingInfluence: ProductionQueueFromSelection: ProductionPaletteWidget: PRODUCTION_PALETTE DomainIndex: SmudgeLayer@SMALLSCORCH: Type: SmallScorch Sequence: smallscorches SmokeImage: smallfire SmokeSequences: idle SmokeChance: 50 SmudgeLayer@MEDIUMSCORCH: Type: MediumScorch Sequence: mediumscorches SmokeImage: mediumfire SmokeSequences: idle SmokeChance: 75 SmudgeLayer@LARGESCORCH: Type: LargeScorch Sequence: largescorches SmokeImage: largefire SmokeSequences: idle SmokeChance: 100 SmudgeLayer@SMALLCRATER: Type: SmallCrater Sequence: smallcraters SmudgeLayer@MEDIUMCRATER: Type: MediumCrater Sequence: mediumcraters SmudgeLayer@LARGECRATER: Type: LargeCrater Sequence: largecraters TSResourceLayer: VeinholeActors: veinhole ResourceTypes: Tiberium: ResourceIndex: 1 TerrainType: Tiberium AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 12 BlueTiberium: ResourceIndex: 2 TerrainType: BlueTiberium AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 12 Veins: ResourceIndex: 3 TerrainType: Veins AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 2 BridgeLayer: CustomTerrainDebugOverlay: ResourceClaimLayer: WarheadDebugOverlay: MapCreeps: CheckboxVisible: False SpawnMapActors: MapBuildRadius: AllyBuildRadiusCheckboxDisplayOrder: 4 BuildRadiusCheckboxDisplayOrder: 5 MapOptions: ShortGameCheckboxDisplayOrder: 2 TechLevelDropdownDisplayOrder: 2 GameSpeedDropdownDisplayOrder: 3 CreateMapPlayers: StartingUnits@MCV: Class: none ClassName: MCV Only Factions: gdi, nod BaseActor: mcv StartingUnits@light.gdi: Class: light ClassName: Light Factions: gdi BaseActor: mcv SupportActors: e1,e1,e1,smech InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@light.nod: Class: light ClassName: Light Factions: nod BaseActor: mcv SupportActors: e1,e1,e1,bggy InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@med.gdi: Class: medium ClassName: Medium Factions: gdi BaseActor: mcv SupportActors: e1,e1,e2,e2,jumpjet,smech InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@med.nod: Class: medium ClassName: Medium Factions: nod BaseActor: mcv SupportActors: e1,e1,e3,e3,cyborg,bggy InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@heavy.gdi: Class: heavy ClassName: Heavy Factions: gdi BaseActor: mcv SupportActors: e1,e1,e2,e2,jumpjet,smech,smech,mmch InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@heavy.nod: Class: heavy ClassName: Heavy Factions: nod BaseActor: mcv SupportActors: e1,e1,e3,e3,cyborg,bggy,bike,ttnk InnerSupportRadius: 3 OuterSupportRadius: 5 MapStartingLocations: SeparateTeamSpawnsCheckboxDisplayOrder: 6 SpawnStartingUnits: DropdownDisplayOrder: 1 CrateSpawner: Minimum: 1 Maximum: 6 SpawnInterval: 3000 WaterChance: 0 ValidGround: Clear, Rough, Road, DirtRoad, Tiberium, BlueTiberium InitialSpawnDelay: 1500 CheckboxDisplayOrder: 1 PathFinder: ValidateOrder: DebugPauseState: ScreenShaker: RadarPings: StartGameNotification: ObjectivesPanel: PanelName: SKIRMISH_STATS LoadWidgetAtGameStart: ShellmapRoot: MAINMENU_PRERELEASE_NOTIFICATION ScriptTriggers: TimeLimitManager: ColorPickerManager: PreviewActor: mmch.colorpicker PresetHues: 0, 0.125, 0.185, 0.4, 0.54, 0.66, 0.79, 0.875, 0, 0.14, 0.23, 0.43, 0.54, 0.625, 0.77, 0.85 PresetSaturations: 0.9, 0.9, 0.9, 0.9, 0.9, 0.9, 0.9, 0.9, 0.4, 0.5, 0.4, 0.5, 0.4, 0.5, 0.4, 0.5 OrderEffects: TerrainFlashImage: moveflsh TerrainFlashSequence: idle TerrainFlashPalette: moveflash ActorFlashType: Tint EditorWorld: Inherits: ^BaseWorld EditorActorLayer: EditorCursorLayer: TSEditorResourceLayer: ResourceTypes: Tiberium: ResourceIndex: 1 TerrainType: Tiberium AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 12 BlueTiberium: ResourceIndex: 2 TerrainType: BlueTiberium AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 12 Veins: ResourceIndex: 3 TerrainType: Veins AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 2 VeinholeActors: veinhole EditorSelectionLayer: Palette: ra FootprintAlpha: 0.7 LoadWidgetAtGameStart: EditorActionManager: BuildableTerrainOverlay: AllowedTerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement Palette: ra Alpha: 0.35