uses paul/region-road-layout.df


map{ mission{ regiondef{

	// The stuff below is all you need to do
	: rg-init
		3 region.zombie_alertscale!
		0 mission-bottom-leave!
		1 mission-right-leave!
	;

	: rg-build
		rg-init
		// 2 9 3 zforecast // TESTING aggressive little shitz

		10diff %zombs // This is setting region.zombie_aggro! to ZERO (default) if zforecast is not set up first

		// The prefab road options so far
//		cityroad some-car-wrecks 
//		countryroad some-car-wrecks 
//		gravelroad some-car-wrecks 
//		dirtroad some-car-wrecks 
		tunnelroad 0.75 %some-car-wrecks sfx{ 0.075 0.6 globalecho } // TUNNEL ECHO-O-O-O

		// some-car-wrecks is random car wrecks with one-in-5-chance of general-loot. Edit in region-road-layout.df if you need
		

		( chanceofendcar %chance if )
		0 12 rnd ( pick a car in the "normal" range ) spawn-end-car // You still need to add your desired CYOA to the resulting car 
		( then )
	;

	region: road-gauntlet
		w: 70
		h: 11
		on-foot

	post-script: rg-build

} } }
