the cutting room mirror

Unused Levels

This is a sub-page of Tony Hawk's Underground (PlayStation 2, Xbox, GameCube, Windows).

Tony Hawk's Underground has an extensive Level folder, especially with the PlayStation 2 version. Containing old favorites, peculiar places and the unknown.

To do:
AU (Australia), THPS4 leftovers (cover that in it's respective leftovers section), WWW (West Side)

Classic Levels#

Included in the game's data are three additional "Old Skool" bonus levels. These levels can be skated with vert and rail nodes and even contain gaps, but are visibly unfinished. One oddity shared between these unused levels is that they recycle the skybox used in the San Francisco Level from Tony Hawk's Pro Skater 4. Fully completed ports of the three levels were eventually included in the sequel as part of Classic Mode.

School#

The second level of the original Tony Hawk's Pro Skater. The wall across the starting area beside the gym inexplicably features a pinup of an unknown woman wearing a saucy black dress. The Dead End Road logo is used as a placeholder texture in some spots, and some rails appear to be untextured and use simple shading. The gym lacks the big metal gate that opens when the skater passes. The big TV screen by the pool is also missing, with an image of graffiti wall art in its place. Besides these discrepancies, School 1 is otherwise completely intact.

Downhill Jam#

Tony Hawk's Pro Skater's sixth level. Compared to its future use in THUG2 this version of Downhill Jam is much closer to its original incarnation. Textures are reused from THPS2x, though at a lower resolution. Like THUG2 the finish line is scripted to warp the player back to the start of the level, displaying the rather profane message 'REWIND BITCH!'

Philadelphia#

The seventh level from Tony Hawk's Pro Skater 2. The most incomplete of the three, textures that are meant to use an alpha channel lack transparency, and there is aggressive z-fighting on several surfaces. FDR Skatepark is inaccessible through normal means. The level omits the script with the telephone post, and the player cannot even look past the fence due to a large collider plane that is erroneously marked as visible.

Test Levels#

SP#

A simple level with no known purpose. Made up of just a few planes with road textures and a large bounding box out of reach.

CarTest#

Remnants of a level with the name CarTest can be found the Levels folder of the PS2 version. Clearly made to test out waypoint navigation for vehicles. The level cannot be loaded in-game due to missing necessary files, all that exists of it is the geometry file, the NodeArray file and the script file.

CarTest.qb

NodeArray = 
[ 
    { 
        Pos = VECTOR(-1431.11706542969, 0.01374000032, -1498.68237304688) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_CarNode01 
        Class = Waypoint 
        CreatedAtStart 
        SpawnObjScript = Car_Accel01 
        Links = [ 6 ] 
    } 
    { 
        Pos = VECTOR(-1351.12512207031, 0.01374000032, -746.70343017578) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_01 
        Class = Vehicle 
        Type = Test 
        CreatedAtStart 
        AbsentInNetGames 
        AllowReplaceTex 
        model = "veh\\veh_test\\veh_test.mdl" 
        skeletonName = car 
        SuspendDistance = 10000 
        lod_dist1 = 800 
        lod_dist2 = 1000 
        TriggerScript = TRG_NY_Car_Day_Ground_01Script 
        Links = [ 6 ] 
    } 
    { 
        Pos = VECTOR(-1431.11706542969, 0.00690799998, 1495.26757812500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_CarNode03 
        Class = Waypoint 
        CreatedAtStart 
        SpawnObjScript = Car_Accel01 
        Links = [ 7 ] 
    } 
    { 
        Pos = VECTOR(1562.98376464844, 0.00795399956, 1495.26757812500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_CarNode04 
        Class = Waypoint 
        CreatedAtStart 
        SpawnObjScript = Car_Accel01 
        Links = [ 8 ] 
    } 
    { 
        Pos = VECTOR(1562.98376464844, 0.01374000032, -1498.68237304688) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_CarNode05 
        Class = Waypoint 
        CreatedAtStart 
        SpawnObjScript = Car_Accel01 
        Links = [ 9 ] 
    } 
    { 
        Pos = VECTOR(-1431.19396972656, 3.51107001305, -1498.68164062500) 
        Angles = VECTOR(0.00000000000, -0.00000000000, 0.00000000000) 
        Name = NY_Street01 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1431.11706542969, 0.00690799998, 415.26739501953) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_CarNode_Decel02 
        Class = Waypoint 
        CreatedAtStart 
        SpawnObjScript = Car_DecelForTurn01 
        Links = [ 2 ] 
    } 
    { 
        Pos = VECTOR(482.98376464844, 0.00690799998, 1495.26757812500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_CarNode_Decel08 
        Class = Waypoint 
        CreatedAtStart 
        SpawnObjScript = Car_DecelForTurn01 
        Links = [ 3 ] 
    } 
    { 
        Pos = VECTOR(1562.98376464844, 0.00690799998, -418.68243408203) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_CarNode_Decel09 
        Class = Waypoint 
        CreatedAtStart 
        SpawnObjScript = Car_DecelForTurn01 
        Links = [ 4 ] 
    } 
    { 
        Pos = VECTOR(-351.11755371094, 0.00690799998, -1498.68237304688) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_CarNode_Decel10 
        Class = Waypoint 
        CreatedAtStart 
        SpawnObjScript = Car_DecelForTurn01 
        Links = [ 0 ] 
    } 
    { 
        Pos = VECTOR(9.51342773438, 7.01793289185, -65.11071777344) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_02 
        Class = Vehicle 
        Type = Test 
        CreatedAtStart 
        AbsentInNetGames 
        AllowReplaceTex 
        model = "veh\\veh_test\\veh_test.mdl" 
        skeletonName = car 
        SuspendDistance = 10000 
        lod_dist1 = 800 
        lod_dist2 = 1000 
    } 
    { 
        Pos = VECTOR(-153.83044433594, 0.01374000032, 1550.08496093750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_03 
        Class = Vehicle 
        Type = Test 
        CreatedAtStart 
        AbsentInNetGames 
        AllowReplaceTex 
        model = "veh\\veh_test\\veh_test.mdl" 
        skeletonName = car 
        SuspendDistance = 10000 
        lod_dist1 = 800 
        lod_dist2 = 1000 
        TriggerScript = TRG_NY_Car_Day_Ground_03Script 
        Links = [ 7 ] 
    } 
    { 
        Pos = VECTOR(1545.50927734375, 0.01374000032, 123.66394042969) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_04 
        Class = Vehicle 
        Type = Test 
        CreatedAtStart 
        AbsentInNetGames 
        AllowReplaceTex 
        model = "veh\\veh_test\\veh_test.mdl" 
        skeletonName = car 
        SuspendDistance = 10000 
        lod_dist1 = 800 
        lod_dist2 = 1000 
        TriggerScript = TRG_NY_Car_Day_Ground_04Script 
        Links = [ 8 ] 
    } 
    { 
        Pos = VECTOR(166.21740722656, 0.01374000032, -1515.45104980469) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_05 
        Class = Vehicle 
        Type = Test 
        CreatedAtStart 
        AbsentInNetGames 
        AllowReplaceTex 
        model = "veh\\veh_test\\veh_test.mdl" 
        skeletonName = car 
        SuspendDistance = 10000 
        lod_dist1 = 800 
        lod_dist2 = 1000 
        TriggerScript = TRG_NY_Car_Day_Ground_05Script 
        Links = [ 9 ] 
    } 
    { 
        Pos = VECTOR(517.21362304688, 7.01793289185, -65.11071777344) 
        Angles = VECTOR(0.00000000000, -1.57079601288, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_06 
        Class = Restart 
        Type = Player1 
        CreatedAtStart 
        RestartName = "P1: Restart" 
        restart_types = [ Player1 ] 
    } 
    { 
        Pos = VECTOR(-555.60778808594, 7.01793289185, -757.31451416016) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_07 
        Class = Pedestrian 
        Type = Ped_From_Profile 
        CreatedAtStart 
        AbsentInNetGames 
        skeletonName = THPS5_human 
        AnimName = animload_THPS5_human 
        profile = random_male_profile 
        SuspendDistance = 0 
        lod_dist1 = 500 
        lod_dist2 = 600 
        TriggerScript = TRG_NY_Car_Day_Ground_07Script 
    } 
    { 
        Pos = VECTOR(-320.13897705078, 7.01793289185, -757.31451416016) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_08 
        Class = Pedestrian 
        Type = Ped_From_Profile 
        CreatedAtStart 
        AbsentInNetGames 
        skeletonName = THPS5_human 
        AnimName = animload_THPS5_human 
        profile = random_male_profile 
        SuspendDistance = 0 
        lod_dist1 = 500 
        lod_dist2 = 600 
        TriggerScript = TRG_NY_Car_Day_Ground_08Script 
    } 
    { 
        Pos = VECTOR(-415.61849975586, 7.01793289185, -966.57238769531) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_09 
        Class = Pedestrian 
        Type = Ped_From_Profile 
        CreatedAtStart 
        AbsentInNetGames 
        skeletonName = THPS5_human 
        AnimName = animload_THPS5_human 
        profile = random_male_profile 
        SuspendDistance = 0 
        lod_dist1 = 500 
        lod_dist2 = 600 
        TriggerScript = TRG_NY_Car_Day_Ground_09Script 
    } 
    { 
        Pos = VECTOR(-724.76983642578, 7.01793289185, -579.53210449219) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = TRG_NY_Car_Day_Ground_10 
        Class = Pedestrian 
        Type = Ped_From_Profile 
        CreatedAtStart 
        AbsentInNetGames 
        skeletonName = THPS5_human 
        AnimName = animload_THPS5_human 
        profile = random_male_profile 
        SuspendDistance = 0 
        lod_dist1 = 500 
        lod_dist2 = 600 
        TriggerScript = TRG_NY_Car_Day_Ground_10Script 
    } 
] 
TriggerScripts = 
[ 
    LoadTerrain 
    TRG_NY_Car_Day_Ground_01Script 
    TRG_NY_Car_Day_Ground_03Script 
    TRG_NY_Car_Day_Ground_04Script 
    TRG_NY_Car_Day_Ground_05Script 
    TRG_NY_Car_Day_Ground_07Script 
    TRG_NY_Car_Day_Ground_08Script 
    TRG_NY_Car_Day_Ground_09Script 
    TRG_NY_Car_Day_Ground_10Script 
] 
SCRIPT LoadAllParticleTextures 
ENDSCRIPT

SCRIPT TRG_NY_Car_Day_Ground_01Script 
    CarTest_CarOutside 
ENDSCRIPT

SCRIPT TRG_NY_Car_Day_Ground_03Script 
    CarTest_CarOutside 
ENDSCRIPT

SCRIPT TRG_NY_Car_Day_Ground_04Script 
    CarTest_CarOutside 
ENDSCRIPT

SCRIPT TRG_NY_Car_Day_Ground_05Script 
    CarTest_CarOutside 
ENDSCRIPT

SCRIPT TRG_NY_Car_Day_Ground_07Script 
    CarTest_Skater_Spectator 
ENDSCRIPT

SCRIPT TRG_NY_Car_Day_Ground_08Script 
    CarTest_Skater_Spectator 
ENDSCRIPT

SCRIPT TRG_NY_Car_Day_Ground_09Script 
    CarTest_Skater_Spectator 
ENDSCRIPT

SCRIPT TRG_NY_Car_Day_Ground_10Script 
    CarTest_Skater_Spectator 
ENDSCRIPT

SCRIPT LoadTerrain 
    SetTerrainDefault 
    SetTerrainAsphalt 
ENDSCRIPT

SCRIPT load_level_anims 
    animload_THPS5_human 
ENDSCRIPT

SCRIPT LoadCameras 
ENDSCRIPT

SCRIPT LoadObjectAnims 
ENDSCRIPT

CarTest_Scripts.qb

SCRIPT CarTest_Setup 
    IF IsCareerMode 
    ELSE 
    ENDIF 
ENDSCRIPT

SCRIPT CarTest_startup 
    LoadSound "Shared\\Hits\\HitGlassPane2x" 
    LoadSound "Shared\\Auto\\LA_Skid_11" Vol = 100 Dropoff = 150 
    LoadSound "Shared\\Auto\\CarBrakeSqueal" Vol = 100 Dropoff = 150 
    LoadSound "Shared\\Auto\\CarLoop" Vol = 100 Dropoff = 150 PosUpdateWithDoppler 
    LoadSound "Shared\\Auto\\CarHorn_11" Vol = 100 Dropoff = 150 
    LoadSound "Shared\\Hits\\HitMetalCan_11" Vol = 100 Dropoff = 150 PosUpdateWithDoppler 
    LoadSound "Shared\\Hits\\BonkBush" Vol = 100 Dropoff = 0 
    SetTerrainMetalSmooth 
    ToggleViewMode 
    hide_the_skater 
ENDSCRIPT

SCRIPT CarTest_Goals 
    IF InMultiplayerGame 
        Add_MultiPlayer_Mode_Goals 
    ENDIF 
    IF NOT InSplitScreenGame 
        IF NOT GameModeEquals Is_SingleSession 
        ENDIF 
    ENDIF 
    IF NOT InSplitScreenGame 
        IF NOT GameModeEquals Is_SingleSession 
            IF NOT InNetGame 
            ENDIF 
        ENDIF 
    ENDIF 
ENDSCRIPT

SCRIPT TOD_Script 
    SWITCH <current_tod> 
        CASE morning 
        CASE day 
        CASE evening 
        CASE night 
        DEFAULT 
            printf "### no tod set ###" 
    ENDSWITCH 
ENDSCRIPT

SCRIPT CarTest_CarOutside 
    Car_Generic01 turndist = 40 DefaultSpeed = 35 
ENDSCRIPT

SCRIPT cartest_Skater_Spectator 
    Obj_ClearExceptions 
    Obj_SetException ex = SkaterInRadius scr = cartest_Skater_SpectatorFall 
    Obj_SetInnerRadius 3 
    BEGIN 
        RANDOM(1, 1, 1, 1, 1, 1, 1, 1, 1) 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_Cheering 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_ThumbUp 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_Clap 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle1 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle2 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle3 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle4 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle5 
            RANDOMCASE Obj_PlayAnim Anim = Ped_M_CheerIdle6 
        RANDOMEND 
        Obj_LookAtObject type = skater time = 0.30000001192 
        Obj_WaitAnimFinished 
    REPEAT 
ENDSCRIPT

SCRIPT cartest_Skater_SpectatorFall 
    Obj_ClearExceptions 
    Obj_PlayAnim Anim = Ped_M_FalldownA 
    Obj_SetException ex = SkaterOutOfRadius scr = cartest_Skater_SpectatorGetUp 
    Obj_SetOuterRadius 20 
ENDSCRIPT

SCRIPT cartest_Skater_SpectatorGetUp 
    Obj_ClearExceptions 
    Obj_PlayAnim Anim = Ped_M_GetUpA 
    Obj_WaitAnimFinished 
    Goto cartest_Skater_Spectator 
ENDSCRIPT

TestLevel#

Watch on YouTube

A location that you should be more than familiar with if you have seen the page for THUG2. The level has just about every recurring scripted object.

From pedestrians walking along set waypoints, patrolling police cars with (oddly rendered) headlights, a skater ped hopping back and forth, a chicken, bouncy objects, two sets of planes with gap scripts granting the player 'KEN ROCKS!' and 'KEN RULES!' with a 9,999 point value. To the left of spawn is a freeway ripped from Manhattan. Beside that are multiple planes that do nothing, in prototype builds stepping on them activates the snowy weather effect from Moscow. To the right is the seated audience from Slam City Jam. Finally the back of the level displays most models used for pickups and collectibles throughout missions in the career mode.

MotoX Levels#

Two geometry files for levels built for a later game, MTX: Mototrax somehow made their way into PlayStation 2 files of Tony Hawk's Underground. This is most likely because Neversoft lent the use of their "NX" game engine to Left Field Productions and heavily assisted them during development.

Motox_net#

The multiplayer variant of the Baltimore supercross stage. This ended up being scrapped from the final release of MTX, however a later version still exists on that game's disc. By using files from the August prototype it is possible to restore the level's texture data. The course still contains Activision O2 branding which ended up being discontinued by 2003, indicating which point in development the course was made.

motox2_net#

Seems to be a very rough version of the Paradise Valley motorcross stage.

Team_HQ#

In the files for the PS2 version a subfolder named 'Team_HQ' can be located in the 'Levels' folder. The geometry file is of the warehouse where the skate team's San Diego headquarters is located. Interestingly, there is a completely modeled interior, with a lounging area and a small kitchen. We can assume the level was used for either a specific menu or for cutscenes. The level lacks PRE files so it isn't possible to load in game, however it's NodeArray file does exist.

Team_HQ.qb

NodeArray = 
[ 
    { 
        Pos = VECTOR(-1065.85327148438, 77.10228729248, -10477.75292968750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = HG_walls 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1129.17846679688, 77.10228729248, -11333.03125000000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = partition_1 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1152.65844726562, 99.02594757080, -11090.18457031250) 
        Angles = VECTOR(-0.00719599985, -0.11127000302, 0.00498400023) 
        Name = table_main 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1018.17126464844, 114.51433563232, -10765.58789062500) 
        Angles = VECTOR(2.40010404587, -1.44680202007, -0.74149000645) 
        Name = bench 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_1 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_2 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_3 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_4 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_5 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_6 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_7 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_8 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_9 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-1302.37670898438, 405.23950195312, -11140.61523437500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = board_10 
        Class = CAS_SubMesh 
        ExportName = board_default 
        RemovalFlags = [ 1 2 3 ] 
    } 
    { 
        Pos = VECTOR(-4204.50488281250, 104.86650848389, -10164.65039062500) 
        Angles = VECTOR(3.14159297943, -0.00876200013, 3.14159297943) 
        Name = backpack_1 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
        ExportName = extra_backpack 
    } 
    { 
        Pos = VECTOR(-4204.50488281250, 104.86650848389, -10164.65039062500) 
        Angles = VECTOR(3.14159297943, -0.00876200013, 3.14159297943) 
        Name = backpack_2 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
        ExportName = extra_backpack 
    } 
    { 
        Pos = VECTOR(-566.16699218750, -1319.30334472656, -8367.83886718750) 
        Angles = VECTOR(1.83518397808, -1.07821905613, -1.78669095039) 
        Name = backpack_03 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
        ExportName = extra_backpack 
    } 
    { 
        Pos = VECTOR(-566.16699218750, -1319.30334472656, -8367.83886718750) 
        Angles = VECTOR(1.83518397808, -1.07821905613, -1.78669095039) 
        Name = backpack_04 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
        ExportName = extra_backpack 
    } 
    { 
        Pos = VECTOR(-1165.98718261719, 94.57168579102, -11423.18164062500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = big_screen 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1215.53613281250, 77.10228729248, -11241.43554687500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = entertainment_unit 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-4644.84960937500, 170.20019531250, -12385.31933593750) 
        Angles = VECTOR(-2.30497097969, 1.42623102665, 2.30497097969) 
        Name = ceiling_beam_05 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1065.85327148438, 77.10228729248, -10477.75292968750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = HQ_floor 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1065.85327148438, 77.10228729248, -10477.75292968750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = back_wall 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(1466.76879882812, 424.44097900391, -13241.81835937500) 
        Angles = VECTOR(-1.92108094692, 0.00229400001, 3.14118695259) 
        Name = upper_pipes_01 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(1307.28247070312, 357.01184082031, -8485.08886718750) 
        Angles = VECTOR(0.61947697401, 1.08488094807, -0.60209000111) 
        Name = upper_pipes_02 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
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        Pos = VECTOR(-1118.00781250000, 72.75268554688, -9818.41796875000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits08 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1118.00781250000, 72.75268554688, -9569.54394531250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits09 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1200.65649414062, 49.81469726562, -9549.21191406250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits10 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-966.24676513672, 49.81469726562, -9549.21191406250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits11 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-739.97174072266, 112.68389892578, -10343.86230468750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits13 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-770.04602050781, 119.20416259766, -10576.25292968750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits14 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-739.97174072266, 112.68389892578, -10821.43750000000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits15 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-739.96960449219, 119.14801025391, -11007.96191406250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits16 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-611.46636962891, 45.94451904297, -10192.65820312500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits17 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-611.46636962891, 45.94451904297, -10986.79199218750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits18 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-611.46636962891, 45.94451904297, -10586.02343750000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits19 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-564.59619140625, 1.23988401890, -10904.04785156250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Wahouse_Bits01 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-564.58941650391, 1.23981297016, -10251.43066406250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Wahouse_Bits02 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1327.50280761719, 73.99220275879, -9737.96093750000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Wahouse_Bits03 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-803.30963134766, 107.25270080566, -9747.43652343750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Rail01 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-638.18603515625, 72.75247955322, -10588.36425781250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = JOW_SHRailShadow01 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1761.21704101562, -5.99965286255, -9227.47656250000) 
        Angles = VECTOR(0.00000000000, 1.57079601288, 0.00000000000) 
        Name = RENAME_NEW18 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-993.64526367188, -2.99970507622, -9289.24902343750) 
        Angles = VECTOR(0.00000000000, 1.57079601288, 0.00000000000) 
        Name = RENAME_NEW01 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1569.21838378906, 300.00018310547, -9281.04394531250) 
        Angles = VECTOR(0.00000000000, -1.57079601288, 0.00000000000) 
        Name = RENAME_NEW20 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-353.66744995117, 239.42745971680, -9227.47265625000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Street_LampPost_Line04 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-864.78564453125, 559.22204589844, -11368.92578125000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_MOA_Ext30 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-687.83569335938, 372.77200317383, -11368.92675781250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_MOA_Ext39 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1042.44458007812, 208.70591735840, -10579.33007812500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse01 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-937.89916992188, 350.65924072266, -10517.49804687500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse03 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-762.83099365234, 36.37641525269, -9646.79296875000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits20 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-834.82696533203, 124.00939941406, -10006.38964843750) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_Warehouse_Bits12 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-642.18395996094, 151.89056396484, -9539.48437500000) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = Geo_FtnA_LampPost12 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-923.67517089844, 320.38436889648, -9395.99707031250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.03470699862) 
        Name = HQ_shortys_banner 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-923.67517089844, 320.38436889648, -9395.99707031250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.03470699862) 
        Name = HQ_banner_shadow 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-932.00933837891, 112.75231933594, -11114.99316406250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = MLS_Table_Top 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1031.69165039062, 220.16220092773, -11021.78906250000) 
        Angles = VECTOR(1.57079601288, -1.57079601288, 0.00000000000) 
        Name = poster_08 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1092.96533203125, 77.10228729248, -10252.54003906250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = desk_lamp02 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1035.47680664062, 106.47135925293, -11254.24218750000) 
        Angles = VECTOR(0.00000000000, -1.06596601009, 0.00000000000) 
        Name = cereal_box_04 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-1166.67724609375, 79.51877593994, -10573.75488281250) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = garbage_3 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-926.07006835938, 86.40404510498, -11140.37304687500) 
        Angles = VECTOR(0.00000000000, 0.39100500941, 0.00000000000) 
        Name = chair_1x 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-921.70880126953, 2.47519397736, -11151.06445312500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = armrest_1 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
    { 
        Pos = VECTOR(-921.70880126953, 2.47519397736, -11151.06445312500) 
        Angles = VECTOR(0.00000000000, 0.00000000000, 0.00000000000) 
        Name = armrest_2 
        Class = LevelGeometry 
        CreatedAtStart 
        CollisionMode = Geometry 
    } 
] 
TriggerScripts = 
[ 
    LoadTerrain 
] 
SCRIPT LoadAllParticleTextures 
ENDSCRIPT

SCRIPT LoadTerrain 
    SetTerrainDefault 
    SetTerrainConcSmooth 
    SetTerrainConcRough 
    SetTerrainMetalSmooth 
    SetTerrainMetalCorrugated 
    SetTerrainWood 
    SetTerrainBrick 
    SetTerrainTile 
    SetTerrainAsphalt 
    SetTerrainGravel 
    SetTerrainSidewalk 
    SetTerrainGrass 
    SetTerrainPlexiglass 
ENDSCRIPT

SCRIPT load_level_anims 
ENDSCRIPT

SCRIPT LoadCameras 
ENDSCRIPT

SCRIPT LoadObjectAnims 
ENDSCRIPT

Something of note is the 10 entries for boards that have a RemovalFlag attached, implying they could be added or removed from the scene by the game.