nyuuzyou/wikis huggingface dataset:
List of HL2 Deathmatch Fog Settings

This is a list of all and fog settings in Half-Life 2 Deathmatch.
{|class="standard-table" style="width: 100%; text-align: center;"
|-
! colspan="9" | dm_lockdown
|-
| None
| 512
| 5000
| 1
| -1
| style="background: #9BB7D5; color: black" | 
| style="background: #ffffff; color: black" | Default || Default
| 0
|-
! colspan="9" | dm_overwatch
|-
| None
| 2000
| 6500
| 1
| -1
| style="background: #9BB7D5; color: black" | 
| style="background: #ffffff; color: black" | Default || Default
| 0
|-
| sky_camera
| 1
| 100000
| N/A
| N/A
| style="background: #6B757B; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default 
| N/A
|-
! colspan="9" | dm_powerhouse
|-
| None
| 500
| 4200
| 1
| -1
| style="background: #8FC1E7; color: black" | 
| style="background: #89B1ED; color: black" | 
| Default
| 0
|-
| sky_camera
| 0
| 7000
| N/A
| N/A
| style="background: #8B5023; color: black" | 
| style="background: #8B5023; color: black" | 
| Default 
| N/A
|-
! colspan="9" | dm_resistance
|-
| sky_camera Fog Disabled
| 500
| 2000
| N/A
| N/A
| style="background: #ffffff; color: black" | Default
| style="background: #ffffff; color: black" | Default
| Default 
| N/A
|-
! colspan="9" | dm_runoff
|-
| None
| 512
| 14000.0
| 1
| 10000
| style="background: #959EA6; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default
| 0
|-
| sky_camera
| 1000
| 23000
| N/A
| N/A
| style="background: #959EA6; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default 
| N/A
|-
! colspan="9" | dm_steamlab
|-
| None
| 512
| 5000
| 1
| -1
| style="background: #9BB7D5; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default
| 0
|-
! colspan="9" | dm_underpass
|-
| None
| 3600.0
| 9000.0
| 1
| -1
| style="background: #EBE6C2; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default
| 0
|-
| sky_camera Fog Disabled
| 3600.0
| 9000.0
| N/A
| N/A
| style="background: #EBE6C2; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default
| N/A
|-
! colspan="9" | halls3
|-
| None
| 500
| 10000
| 1
| -1
| style="background: #7896A0; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default
| 0
|-
| sky_camera
| 500.0
| 20000
| N/A
| N/A
| style="background: #506E78; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default 
| N/A
|-
|-|}
Category:Half-Life 2: DeathmatchCategory:Fog
List of HL:S Soundscapes

Here is a list of soundscapes for use in and .
An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. Some sounds that are prominent when you use the playsoundscape command may not be so overbearing in a custom soundscape.
# 	Name 	DSP
0 	Normal (off) 	0
1 	Generic 	1
2 	Metal Small 	1
3 	Metal Medium 	1
4 	Metal Large 	1
5 	Tunnel Small 	1
6 	Tunnel Medium 	1
7 	Tunnel Large 	1
8 	Chamber Small 	1
9 	Chamber Medium 	1
10	Chamber Large 	1
11	Bright Small 	1
12	Bright Medium 	1
13	Bright Large 	1
14	Water 1 	14
15	Water 2 	15
16	Water 3 	16
17	Concrete Small 	1
18	Concrete Medium	1
19	Concrete Large 	1
20	Big 1 	1
21	Big 2 	1
22	Big 3 	1
23	Cavern Small 	1
24	Cavern Medium 	1
25	Cavern Large 	1
26	Weirdo 1 	26
27	Weirdo 2 	27
28	Weirdo 3 	28
Category:Half-Life: Source
Category:Sound System
Category:Lists
List of Half-Life 2 Lost Coast Fog Settings

This is a list of all and fog settings in Half-Life 2: Lost Coast.
{|class="standard-table" style="width: 100%; text-align: center;"
|-
! colspan="9" | background01 d2_lostcoast test_hardware vst_lostcoast
|-
| fog_controller
| 1600
| 50000
| 1
| -1
| style="background: #97a6b5; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default
| 0
|-
| sky_camera
| 1600
| 50000
| N/A
| N/A
| style="background: #97a6b5; color: black" | 
| style="background: #ffffff; color: black" | Default
| Default
| N/A
|-|}
Category:Fog
List of Half-Life 2 Lost Coast Soundscapes

Here is a list of 17 soundscapes for use in Half-Life 2: Lost Coast. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. 
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.
A preview video of these soundscapes can be found here.
== Coast ==
Name 	Description 	DSP	Position Number	Position Description
coast_lostcoast.util_headcrab_canister 	Very often headcrab canister ambient sounds. 	 	 	
coast_lostcoast.util_metalstress 	Occasional metal stress and groans. 	 	 	
coast_lostcoast.util_shackmetal 	Squeaky metal sounds. 	 	 	
coast_lostcoast.util_crumblycliff 	Rock crumpling. 	 	 	
coast_lostcoast.util_windgusts 	Lots of wind snippets and gusts. 	 	 	
coast_lostcoast.util_fardrips 	Distant water dripping 	 	 	
coast_lostcoast.util_birds 	Often different coast birds, seagulls and flies. 	 	 	
coast_lostcoast.util_lakeshoreline 	Waves crashing the coast up close. 	 	 	
coast_lostcoast.util_shoreline 	Very often water waves up close. 	 	 	
coast_lostcoast.util_distant_shoreline 	Very often distant water waves. 	 	 	
coast_lostcoast.general_oldwoodbuilding 	Interior wood creaking, wind snippets and gusts, birds and seagulls, and shoreline ambient.	 	 	
coast_lostcoast.general_oldwoodbuilding_with_windchimes	Identical to the soundscape above but with additional rapid wind chime sounds. 	 	0 	Wind chimes.
coast_lostcoast.general_shoreline 	Outside shoreline up-close water waves, birds and wind gusts. 	 	 	
coast_lostcoast.positional_shoreline 	Identical to the soundscape above but with additional positional shoreline sounds. 	 	0 	Waves crashing at shore.
 	 	 	1 	Waves crashing at shore.
 	 	 	2 	Waves crashing at shore.
 	 	 	3 	Waves crashing at shore.
 	 	 	4 	Waves crashing at shore.
coast_lostcoast.cliffside 	Distant shoreline wave crashes and cliff rock crumbling. 	 	 	
coast_lostcoast.generic_ambient_01 	Very distant shoreline wave crashes, bird and seagulls, and wind gusts. 	 	 	
coast_lostcoast.distant_shoreline 	Distant shoreline wave crashes, wind gusts, and birds and seagulls. 	 	 	
soundscapes_lostcoast.txt
Category:Level DesignCategory:Sound System
List of INFRA Entities

__NOTOC__
== base.fgd ==
See List of base entities
== halflife2.fgd ==
See List of HL2 entities
== portal.fgd ==
See List of Portal Entities
== portal2.fgd ==
See List of Portal 2 Entities
== INFRA.fgd ==
Category:INFRACategory:EntitiesCategory:Level Design
List of INFRA Fog Settings

This is a list of all env_fog_controller settings from official INFRA maps.
infra_c1_m1_office 	infra_c1_m1_office 	infra_c1_m1_office 	infra_c1_m1_office 	infra_c1_m1_office 	infra_c1_m1_office 	infra_c1_m1_office 	infra_c1_m1_office 	infra_c1_m1_office
None 	1 	15000 	0.3 	15000 	119 130 130 	Default 	Default 	5
fog_garage 	1 	10000 	0.3 	15000 	136 129 113 	Default 	Default 	5
infra_c2_m1_reserve1	infra_c2_m1_reserve1	infra_c2_m1_reserve1	infra_c2_m1_reserve1	infra_c2_m1_reserve1	infra_c2_m1_reserve1	infra_c2_m1_reserve1	infra_c2_m1_reserve1	infra_c2_m1_reserve1
None 	1 	6000 	0.7 	8000 	173 194 203 	146 173 186 	0 0 1 	5
fog_cave 	1 	1000 	0.7 	8000 	38 46 51 	Default 	0 0 1 	5
infra_c2_m2_reserve2	infra_c2_m2_reserve2	infra_c2_m2_reserve2	infra_c2_m2_reserve2	infra_c2_m2_reserve2	infra_c2_m2_reserve2	infra_c2_m2_reserve2	infra_c2_m2_reserve2	infra_c2_m2_reserve2
fog 	1 	8000 	1 	8000 	164 164 164 	Default 	Default 	0
infra_c2_m2_reserve3	infra_c2_m2_reserve3	infra_c2_m2_reserve3	infra_c2_m2_reserve3	infra_c2_m2_reserve3	infra_c2_m2_reserve3	infra_c2_m2_reserve3	infra_c2_m2_reserve3	infra_c2_m2_reserve3
fog 	1 	8000 	1 	8000 	164 164 164 	Default 	Default 	0
infra_c3_m1_tunnel 	infra_c3_m1_tunnel 	infra_c3_m1_tunnel 	infra_c3_m1_tunnel 	infra_c3_m1_tunnel 	infra_c3_m1_tunnel 	infra_c3_m1_tunnel 	infra_c3_m1_tunnel 	infra_c3_m1_tunnel
None 	1 	2000 	0.1 	-1 	139 128 103 	70 63 47 	Default 	0
infra_c3_m2_tunnel2 	infra_c3_m2_tunnel2 	infra_c3_m2_tunnel2 	infra_c3_m2_tunnel2 	infra_c3_m2_tunnel2 	infra_c3_m2_tunnel2 	infra_c3_m2_tunnel2 	infra_c3_m2_tunnel2 	infra_c3_m2_tunnel2
fog 	0 	4000 	0.2 	12000 	139 128 103 	Default 	Default 	5
infra_c3_m3_tunnel3 	infra_c3_m3_tunnel3 	infra_c3_m3_tunnel3 	infra_c3_m3_tunnel3 	infra_c3_m3_tunnel3 	infra_c3_m3_tunnel3 	infra_c3_m3_tunnel3 	infra_c3_m3_tunnel3 	infra_c3_m3_tunnel3
fog 	256 	150000 	0.1 	12000 	185 196 198 	Default 	Default 	5
Category:Fog
List of L4D2 Campaign Music

In order to introduce music in a map, change the worldspawn properties:
# Open Hammer
# Open the map
# Click the Map menu and then select Map Properties... to open the worldspawn properties
== Mission type of Music ==
Select Start Music Type and enter your value:
Type 	Value
Start of Campaign (First Mission) 	Mission Start
Other Missions (Second, Third... Finale)	Check Point
== List of Music ==
The Music Post-Fix String can either come from official soundscripts or a custom one.
Select Music Post-Fix String and enter your value:
Campaign 	Code of Music
Default [L4D2] The Parish 	Waterfront
[L4D2] Dead Center 	Mall
[L4D2] Dark Carnival 	Fairgrounds
[L4D2] Swamp Fever 	Plankcountry
[L4D2] Hard Rain 	Milltown
[L4D2] The Parish 	BigEasy
[L4D2 DLC1] The Passing 	DeadLight
[L4D2 DLC1] The Passing Finale	ThePassing
[L4D2 DLC2] The Sacrifice 	Sacrifice
[L4D2 DLC2] No Mercy 	NoMercy
[L4D2 DLC3] Crash Course 	Garage
[L4D2 DLC3] Death Toll 	SmallTown
[L4D2 DLC3] Dead Air 	Airport
[L4D2 DLC3] Blood Harvest 	Farm
[L4D2 DLC3] Cold Stream 	ColdStream
[L4D2 DLC4] The Last Stand 	Lighthouse
== See also ==
* L4D2 Custom Sound and Music Tutorial
Category:Left 4 Dead 2
List of L4D2 Netprops

1-100 of all dumped network properties for "left4dead2" (created 03/24/2010)
* Part 1: List of L4D2 Netprops
* Part 2: List of L4D2 Netprops (Part 2)
* Part 3: List of L4D2 Netprops (Part 3)
For Left 4 Dead: List of L4D Netprops
== Boomer: ==
== CAssaultRifle: ==
== CAutoShotgun: ==
== CBaseAbility: ==
== CBaseAnimating: ==
== CBaseAnimatingOverlay: ==
== CBaseAutoShotgun: ==
== CBaseBackpackItem: ==
== CBaseBeltItem: ==
== CBaseButton: ==
== CBaseCombatCharacter: ==
== CBaseCombatWeapon: ==
== CBaseCSGrenade: ==
== CBaseCSGrenadeProjectile: ==
== CBaseDoor: ==
== CBaseEntity: ==
== CBaseFlex: ==
== CBaseGrenade: ==
== CBaseParticleEntity: ==
== CBasePlayer: ==
== CBasePropDoor: ==
== CBaseRifle: ==
== CBaseShotgun: ==
== CBaseSniperRifle: ==
== CBaseTeamObjectiveResource: ==
== CBaseTempEntity: ==
== CBaseToggle: ==
== CBaseTrigger: ==
== CBaseUpgradeItem: ==
== CBaseViewModel: ==
== CBeam: ==
== CBeamSpotlight: ==
== CBoneFollower: ==
== CBoomerClaw: ==
== CBreakable: ==
== CBreakableProp: ==
== CBreakableSurface: ==
== CChainsaw: ==
== CCharge: ==
== CChargerClaw: ==
== CClaw: ==
== CClientPath: ==
== CColaBottles: ==
== CColorCorrection: ==
== CColorCorrectionVolume: ==
== CCSGameRulesProxy: ==
== CCSPlayer: ==
== CCSRagdoll: ==
== CCSTeam: ==
== CDynamicLight: ==
== CDynamicProp: ==
== CEmbers: ==
== CEntityDissolve: ==
== CEntityFlame: ==
== CEntityParticleTrail: ==
== CEnvDetailController: ==
== CEnvDOFController: ==
== CEnvParticleScript: ==
== CEnvPhysicsBlocker: ==
== CEnvProjectedTexture: ==
== CEnvQuadraticBeam: ==
== CEnvScreenEffect: ==
== CEnvScreenOverlay: ==
== CEnvTonemapController: ==
== CEnvWind: ==
== CFinaleTrigger: ==
== CFireCrackerBlast: ==
== CFireSmoke: ==
== CFireTrail: ==
== CFireworkCrate: ==
== CFirstAidKit: ==
== CFish: ==
== CFogController: ==
== CFunc_Dust: ==
== CFunc_LOD: ==
== CFuncAreaPortalWindow: ==
== CFuncBrush: ==
== CFuncConveyor: ==
== CFuncElevator: ==
== CFuncLadder: ==
== CFuncMoveLinear: ==
== CFuncOccluder: ==
== CFuncPlayerGhostInfectedClip: ==
== CFuncPlayerInfectedClip: ==
== CFuncReflectiveGlass: ==
== CFuncRotating: ==
== CFuncSimpleLadder: ==
== CFuncSmokeVolume: ==
== CFuncTrackTrain: ==
== CGameRulesProxy: ==
== CGasCan: ==
== CGnome: ==
== CGrenadeLauncher: ==
== CGrenadeLauncher_Projectile: ==
== CHandleTest: ==
== Charger: ==
== CHunterClaw: ==
== CInferno: ==
== CInfoLadderDismount: ==
== CInfoOverlayAccessor: ==
Category:Level DesignCategory:Left 4 Dead 2
List of L4D2 Particles

==Particle File List==
== Particle Browser ==
There is a particle browser in Hammer for the Left 4 Dead 2 Authoring Tools. Currently, particle files (.PCF) and particles/particles_manifest.txt need to be extracted from pak01_dir.vpk and copied over to the particles folder. 
File paths: 
Windows 64-Bit: C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\left4dead2\particles
Windows 32-Bit: C:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\particles
#If Hammer is open, please close it
#Open pak01_dir.vpk with a program like GCFScape
#Locate and open the particles folder
#Extract the contents of that folder to the external particles folder
The browser can be accessed by creating an info_particle_system entity and selecting it, opening it's properties (double clicking or ALT + ENTER), and opening the browser under Particle System Name. Additional particle files and an updated manifest introduced in The Sacrifice update can be extracted from pak01_dir.vpk found in the left 4 dead 2\left4dead2_dlc2 directory.
== See also ==
* :Category:Particle System
== External links ==
* Particle demonstration on YouTube by Tkellaway
* Particle browser setup guide on YouTube by xAlbany
Category:Particle Effects
Category:Left 4 Dead 2
List of L4D Missions Files

The following are mission files belonging to official campaigns. All but one mission file are found under left4dead/missions, with the single exception being located in left4dead_dlc3/missions. (The Sacrifice)
The Sacrifice's mission file also contains extra documentation at the bottom of files, and also includes keys are not present in other mission files.
==No Mercy (hospital.txt)==
==Crash Course (garage.txt)==
==Death Toll (smalltown.txt)==
==Dead Air (airport.txt)==
==Blood Harvest (farm.txt)==
==The Sacrifice (river.txt)==
Contains documentation for couple of mission file keyvalues, even ones not present in any other mission files.
==Last Stand (lighthouse.txt)==
== See Also ==
* List of L4D2 Missions Files
Category:Level Design
Category:Left 4 Dead
List of No More Room In Hell Entities

This page lists all entities in No More Room In Hell.
__NOTOC__
== nmrih.fgd ==
== Modified ==
==== prop====
* prop_dynamic, prop_dynamic_override, prop_physics, and prop_physics_override added glowing keyvalues and IO
==== func====
* func_ladder is usable
== UnModified Base Entities==
Category:No More Room in Hell
*
Category:Entities
List of Portal 2 Entities

__NOTOC__
== base.fgd ==
See List of base entities
== halflife2.fgd ==
See List of HL2 entities
== portal.fgd ==
See List of Portal entities
== portal2.fgd ==
* info_overlay_accessor
* prop_exploding_futbol
* prop_scaled_cube
Category:Portal 2
Category:Level Design
Category:Entities by game
List of Portal 2 Levels

== Single Player ==
Act 1 (Chapter 1)
*sp_a1_intro1
*sp_a1_intro2
*sp_a1_intro3
*sp_a1_intro4
*sp_a1_intro5
*sp_a1_intro6
*sp_a1_intro7
*sp_a1_wakeup
Act 2 (Chapters 2-5)
*sp_a2_bridge_intro
*sp_a2_bridge_the_gap
*sp_a2_bts1
*sp_a2_bts2
*sp_a2_bts3
*sp_a2_bts4
*sp_a2_bts5
*sp_a2_bts6
*sp_a2_catapult_intro
*sp_a2_column_blocker
*sp_a2_core
*sp_a2_dual_lasers
*sp_a2_fizzler_intro
*sp_a2_intro
*sp_a2_laser_chaining
*sp_a2_laser_intro
*sp_a2_laser_over_goo
*sp_a2_laser_relays
*sp_a2_laser_stairs
*sp_a2_laser_vs_turret
*sp_a2_pit_flings
*sp_a2_pull_the_rug
*sp_a2_ricochet
*sp_a2_sphere_peek
*sp_a2_triple_laser
*sp_a2_trust_fling
*sp_a2_turret_blocker
*sp_a2_turret_intro
Act 3 (Chapters 6-7)
*sp_a3_00
*sp_a3_01
*sp_a3_03
*sp_a3_bomb_flings
*sp_a3_crazy_box
*sp_a3_end
*sp_a3_jump_intro
*sp_a3_portal_intro
*sp_a3_speed_flings
*sp_a3_speed_ramp
*sp_a3_transition01
Act 4 (Chapters 8-9)
*sp_a4_finale1
*sp_a4_finale2
*sp_a4_finale3
*sp_a4_finale4
*sp_a4_jump_polarity
*sp_a4_laser_catapult
*sp_a4_laser_platform
*sp_a4_stop_the_box
*sp_a4_speed_tb_catch
*sp_a4_tb_catch
*sp_a4_tb_intro
*sp_a4_tb_polarity
*sp_a4_tb_trust_drop
*sp_a4_tb_wall_button
Act 5 (Chapter 10)
*sp_a5_credits
== Co-op ==
Calibration course
*mp_coop_start
Hub
*mp_coop_lobby_2
*mp_coop_lobby_3 (new hub as of the Peer Review to include the DLC1 course)
Course 1
*mp_coop_doors
*mp_coop_laser_2
*mp_coop_laser_crusher
*mp_coop_race_2
*mp_coop_rat_maze
*mp_coop_teambts
Course 2
*mp_coop_catapult_1
*mp_coop_come_along
*mp_coop_fan
*mp_coop_fling_1
*mp_coop_fling_3
*mp_coop_fling_crushers
*mp_coop_infinifling_train
*mp_coop_multifling_1
Course 3
*mp_coop_catapult_2
*mp_coop_catapult_wall_intro
*mp_coop_turret_ball
*mp_coop_turret_walls
*mp_coop_wall_2
*mp_coop_wall_5
*mp_coop_wall_block
*mp_coop_wall_intro
Course 4
*mp_coop_tbeam_redirect
*mp_coop_tbeam_catch_grind_1
*mp_coop_tbeam_drill
*mp_coop_tbeam_end
*mp_coop_tbeam_laser_1
*mp_coop_tbeam_maze
*mp_coop_tbeam_polarity
*mp_coop_tbeam_polarity2
*mp_coop_tbeam_polarity3
Course 5
*mp_coop_paint_bridge
*mp_coop_paint_come_along
*mp_coop_paint_longjump_intro
*mp_coop_paint_redirect
*mp_coop_paint_red_racer
*mp_coop_paint_speed_catch
*mp_coop_paint_speed_fling
*mp_coop_paint_walljumps
*mp_coop_credits
Course 6 (DLC1)
*mp_coop_2paints_1bridge
*mp_coop_bridge_catch
*mp_coop_catapult_catch
*mp_coop_laser_tbeam
*mp_coop_paint_conversion
*mp_coop_paint_crazy_box
*mp_coop_paint_rat_maze
*mp_coop_separation_1
*mp_coop_tripleaxis
Category:Portal 2 Level Design
List of Portal Fog Settings

This is a list of all fog settings in Portal.
testchmb_a_15	testchmb_a_15	testchmb_a_15	testchmb_a_15	testchmb_a_15	testchmb_a_15	testchmb_a_15	testchmb_a_15	testchmb_a_15
fog_ctrl 	64 	3500 	1 	-1 	 	 	Default 	0
escape_00 	escape_00 	escape_00 	escape_00 	escape_00 	escape_00 	escape_00 	escape_00 	escape_00
fog_ctrl 	64 	3500 	1 	-1 	 	 	Default 	0
escape_01 	escape_01 	escape_01 	escape_01 	escape_01 	escape_01 	escape_01 	escape_01 	escape_01
fog_ctrl 	64 	3500 	1 	-1 	 	 	Default 	0
escape_02 	escape_02 	escape_02 	escape_02 	escape_02 	escape_02 	escape_02 	escape_02 	escape_02
fog_ctrl 	64 	3500 	1 	-1 	 	 	Default 	0
==See also==
* Portal Level Creation
Category:Portal
Category:Level Design
Category:Fog
Category:Lists
List of Portal Levels

== Normal Game ==
Chapter 1 (Chambers 00-03)
*testchmb_a_00
*testchmb_a_01
Chapter 2 (Chambers 04-07)
*testchmb_a_02
*testchmb_a_03
Chapter 3 (Chambers 08-09)
*testchmb_a_04
*testchmb_a_05
Chapter 4 (Chambers 10-12)
*testchmb_a_06
*testchmb_a_07
Chapter 5 (Chamber 13)
*testchmb_a_08
Chapter 6 (Chamber 14)
*testchmb_a_09
Chapter 7 (Chamber 15)
*testchmb_a_10
Chapter 8 (Chamber 16)
*testchmb_a_11
Chapter 9 (Chamber 17)
*testchmb_a_13
Chapter 10 (Chamber 18)
*testchmb_a_14
Chapter 11 (Chamber 19)
*testchmb_a_15
== Advanced Maps ==
*testchmb_a_08_advanced
*testchmb_a_09_advanced
*testchmb_a_10_advanced
*testchmb_a_11_advanced
*testchmb_a_13_advanced
*testchmb_a_14_advanced
== Background Maps ==
*background1
*background2
== See also ==
* Portal Level Creation
Category: Portal
List of Portal Particles

Particle Name 	Description
blood_impact_red_01 	
blood_impact_red_01_chunk 	
blood_impact_red_01_goop 	
blood_impact_red_01_smalldroplets 	
blood_impact_green_01 	
blood_impact_yellow_01 	
broken_tube_suck (control points 1 and 2)	The effect placed by broken tube sections; wind.
Cleanser_edge_1-2 	Effects which may be placed at the edges of Emancipation Grills; similar to the full cleanser particle but with a solid edge on one side.
elevator_beam 	The effect which can be briefly seen above Testchamber Interlock elevators, replacing an elevator cable.
finale_arms 	
finale_finalportal 	
finale_fx 	
finale_gasescape_initial 	
finale_gasescape1 	
finale_glowburn 	
finale_glowburn2 	
finale_sparks 	
finale_sparks2 	
fire_incinerator_constant 	
fire_incinerator_door 	
fire_incinerator_window_base 	
fire_large_02 	Very Large Fire
fire_medium_01 	Large Fire
fire_ploom_01 	Tiny fire, but only lasts for a second
Glados_Beam (control points 1 and 2) 	Effect used when one of GLaDOS's cores are shot off in the boss battle.
human_cleanser 	Neurotoxin effects
human_cleanser_large 	More neurotoxin effects
neurotoxins_step1-3 	Even more neurotoxin effects
portal_1-2_badsurface 	The following effects down to portalgun_1_cleanser are particles involved with either the ASHPD or portals themselves. The titles are somewhat self-descriptive.
portal_1-2_badvolume 	
portal_1-2_charge 	
portal_1-2_cleanser 	
portal_1-2_close 	
portal_1-2_edge 	
portal_1-2_near 	
portal_1-2_overlap 	
portal_1-2_particles 	
portal_1-2_projectile_ball 	
portal_1-2_projectile_stream 	
portal_1-2_projectile_trail 	
portal_1-2_success 	
portal_1-2_test 	
portal_1-2_vacuum 	
portalgun_1_cleanser 	
portal_cleanser 	The full Emancipation Grill effect.
water_mist_1024_512 	The following effects are goo mist particles.
water_mist_256 	
water_mist_384_128 	
water_mist_512 	
water_mist_512_128 	
Category:Particle Effects
Category:Portal
List of Portal music

Here is a list of music tracks used in .
The 's in the raw file paths tell the engine that the sound should be affected by the Music slider in the game's settings.
== Songs ==
Game Sound Name	Raw File Path	Album Track Title 	Description 	Length
 	 	"Subject Name Here" 	Track that plays when you upgrade the portal-gun 	1:44
 	 	"Taste of Blood" 	Track that plays when you get the portal gun 	3:06
 	 	"Android Hell" 	Track that plays during test 13 and test 18. 	3:45
 	 	"Self Esteem Fund" 	Track that plays during the momentum introduction chamber and test 14. 	3:30
 	 	"Procedural Jiggle Bone" 	Ominous Track that plays during the main menu, during test 08, and before/during the final chamber	4:34
 	 	"4000 Degrees Kelvin" 	Track that plays during the fire pit 	1:01
 	 	"Stop What You Are Doing" 	Track that plays in testchmb_a_15's escape sequence. 	4:00
 	 	"Party Escort" 	Track that plays in escape_01 and starts playing in the turret repair room. 	4:10
 	 	"You're Not A Good Person" 	The track that plays during the turret ambush 	1:24
 	 	"No Cake For You" 	The track that plays in testchmb_a_11, in the Ratman den. 	4:05
 	 	"You Can't Escape You Know"	Boss Battle Track 	6:24
 	 	"Still Alive" 	Credits Track written by Johnathan Coulton and sung by Ellen McClain (GLaDOS) 	2:56
 
== External Links ==
* on the Portal Unofficial Wiki - Includes more in-depth track descriptions, as well as YouTube embeds of the tracks
Category:Portal
Category:Sound System
Category:Lists
List of Ricochet entities

This is a complete list of all entities found in ricochet.
__NOTOC__
===info_*===
* info_player_start
* info_player_deathmatch
* info_ricochet
* info_player_spectator
* info_teleport_destination
===item_*===
* item_powerup
===trigger_*===
* trigger_discreturn
* trigger_fall
* trigger_jump
===worldspawn===
* worldspawn
== See also ==
* List of Half-Life entities
Category:Entities by game
Category:Half-Life Level Design