DoomEdNums
{
	6622 = HellKnightFriend
	6623 = HellKnightFriend_Dormant
	6624 = Demon_Dormant
	6625 = Cyberdemon_Scene1
	6626 = Marine_Scene1
	6628 = Kentaur
	6629 = Dummy
	6630 = Cyberdemon_Scene2
	6631 = HellKnightFriend_SoulSphere
	6632 = BlueGem
	6633 = SmallBlueGem
}

SpawnNums
{
	6622 = HellKnightFriend
	6623 = HellKnightFriend_Dormant
	6624 = Demon_Dormant
	6625 = Cyberdemon_Scene1
	6626 = Marine_Scene1
	6627 = DeadDemon
	6628 = Kentaur
	6629 = Dummy
	6630 = Cyberdemon_Scene2
	6631 = HellKnightFriend_SoulSphere
	6632 = BlueGem
	6633 = SmallBlueGem
}

map map01 "intruder"
{
	levelnum = 1
	next = "map02"
	par = 360
	music = "drgnlore"
	sky1 = "SKY1", 0
}

map map02 "corridor"
{
	levelnum = 2
	next = "EndGame1"
	secretnext = "tes01"
	par = 300
	music = "drgnlore"
	sky1 = "SKY1", 0
}

map tes01 "practical example"
{
	levelnum = 2
	next = "EndGame1"
	secretnext = "EndGame1"
	par = 60
	music = "play1"
	sky1 = "SKY1", 0
}