// Game: Unity: My project // Format: Quake3 (Valve) // Generator: TrenchBroom 2026.2 (Build v2026.2 Release Win64) // entity 0 { "mapversion" "220" "classname" "worldspawn" // brush 0 { ( -368 -64 -16 ) ( -368 -63 -16 ) ( -368 -64 -15 ) game/EchoCloudMat [ 0 -1 0 0 ] [ 0 0 -1 0 ] 270 1 1 ( -64 -240 -16 ) ( -64 -240 -15 ) ( -63 -240 -16 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 ( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 368 16 ) ( 65 368 16 ) ( 64 368 17 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 ( 240 64 16 ) ( 240 64 17 ) ( 240 65 16 ) game/EchoCloudMat [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 } // brush 1 { ( -320 256 96 ) ( -320 320 16 ) ( -320 320 96 ) game/EchoCloudMat [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 0 256 96 ) ( -320 256 16 ) ( -320 256 96 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 0 320 16 ) ( -320 256 16 ) ( 0 256 16 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 0 320 96 ) ( -320 256 96 ) ( -320 320 96 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 0 320 96 ) ( -320 320 16 ) ( 0 320 16 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 0 320 96 ) ( 0 256 16 ) ( 0 256 96 ) game/EchoCloudMat [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 } // brush 2 { ( -192 256 288 ) ( -192 320 96 ) ( -192 320 288 ) game/EchoCloudMat [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -128 256 288 ) ( -192 256 96 ) ( -192 256 288 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -128 320 96 ) ( -192 256 96 ) ( -128 256 96 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( -128 320 288 ) ( -192 256 288 ) ( -192 320 288 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( -128 320 288 ) ( -192 320 96 ) ( -128 320 96 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -128 320 288 ) ( -128 256 96 ) ( -128 256 288 ) game/EchoCloudMat [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 } // brush 3 { ( -368 -64 -16 ) ( -368 -63 -16 ) ( -368 -64 -15 ) game/EchoCloudMat [ 0 -1 0 0 ] [ 0 0 -1 0 ] 270 1 1 ( -64 -240 -16 ) ( -64 -240 -15 ) ( -63 -240 -16 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 ( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 368 16 ) ( 65 368 16 ) ( 64 368 17 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 ( 240 64 16 ) ( 240 64 17 ) ( 240 65 16 ) game/EchoCloudMat [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 } // brush 4 { ( -368 -64 -16 ) ( -368 -63 -16 ) ( -368 -64 -15 ) game/EchoCloudMat [ 0 -1 0 0 ] [ 0 0 -1 0 ] 270 1 1 ( -64 -240 -16 ) ( -64 -240 -15 ) ( -63 -240 -16 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 ( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 368 16 ) ( 65 368 16 ) ( 64 368 17 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 ( 240 64 16 ) ( 240 64 17 ) ( 240 65 16 ) game/EchoCloudMat [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 } // brush 5 { ( -368 -64 -16 ) ( -368 -63 -16 ) ( -368 -64 -15 ) game/EchoCloudMat [ 0 -1 0 0 ] [ 0 0 -1 0 ] 270 1 1 ( -64 -240 -16 ) ( -64 -240 -15 ) ( -63 -240 -16 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 ( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) game/EchoCloudMat [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 368 16 ) ( 65 368 16 ) ( 64 368 17 ) game/EchoCloudMat [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 ( 240 64 16 ) ( 240 64 17 ) ( 240 65 16 ) game/EchoCloudMat [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 } }