uiFrame Map
{
   Width = 800.000000
   Height = 600.000000

   uiSprite Background
   {
      SceneLayer = "GameBackgroundBase"
      Sprite = ~data/maps/iron10/background.jpg
      BlendMode = NONE
      objEffectMap Idle
      {
         Effect = ~data/maps/iron10/idle_water.ofx
      }
   }

   uiSprite Background_Reflection
   {
      SceneLayer = "GameBackgroundBase2"
      Sprite = ~data/maps/iron10/background.jpg
   }

   uiSprite Tunnel
   {
      Position = [ 473.000000, 94.000000, 0.000000 ]
      SceneLayer = "GameBackgroundTier1"
      Sprite = ~data/maps/iron10/chute1.jpg*data/maps/iron10/chute1_1.tga
   }

   uiSprite Mask1
   {
      Position = [ 473.000000, 94.000000, 0.000000 ]
      SceneLayer = "GameBackgroundTier2"
      Sprite = ~data/maps/iron10/chute1.jpg*data/maps/iron10/chute1_2.tga
   }

   uiSprite Mask2
   {
      Position = [ 0.000000, 0.000000, 0.000000 ]
      SceneLayer = "GameBackgroundTier2"
      Sprite = ~data/maps/iron10/chute2.jpg*data/maps/iron10/chute2.tga
   }
   uiSprite Mask3
   {
      Position = [ 670.000000, 0.000000, 0.000000 ]
      SceneLayer = "GameBackgroundTier2"
      Sprite = ~data/maps/iron10/chute3.jpg*data/maps/iron10/chute3.tga
   }
   uiFrame warning
   {
      Position = [ 520.000000, 400.000000, 0.000000 ]
      uiSprite Hole
      {
         SceneLayer = "GameBackgroundBase2"
         Sprite = ~data/holes/hole.jpg*data/holes/hole_alpha.tga
      }
      uiSprite Gem_1
      {
         SceneLayer = "GameWarningEffects"
         Color = [ 1.000000, 1.000000, 1.000000, 0.000000 ]
         Sprite = ~data/holes/hole_warning.jpg*data/holes/hole_warning_alpha.tga
      }
   }
   /*
   objEffectMap Idle
   {
      Effect = ~data/maps/iron10/idle.ofx
   }
   */
   objEffectMap Warning_1
   {
      Effect = ~data/holes/warning.ofx
   }
}
