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- =====================================================================
- =====================================================================
- All linedef types by number and function
-
- Based on Wadspec1.3, Deu help, and DMLINDEF.TXT
- Thanks to Matt Fell, Raphaƫl Quinet and Brendon Wyber, and Dr. Sleep.
-
- Note this document frequently uses the word linedef where the phrase
- linedef type is technically correct. Some editors refer to these as
- "Line Specials" or "Triggers" or "Platforms". Its purpose is to categorize
- the functions on sectors permitted by the Doom engines 1.2 and 1.666.
-
- The Doom 1 linedefs 1-104 (except 99) have been tried by me in experiments
- using Wadspec1.3 and Deu help as guide but not bible. (Many descriptions
- proved wrong, but an impossible task without these). The descriptions
- below are the result. Complete accuracy is not guarenteed, all I can say
- is they behaved as I describe in the environments I tested them in.
- Ambiguities exist in reference to WHICH neighbor sector defines an action.
- A document named LINTYP10.TXT by Brian McKimens was briefly available and
- gave the most cogent definitions of neighbor and sector matching I've seen
- to date.
-
- Linedef 99,100 and most above 104 are from Dr. Sleep's DMLINDEF.TXT and I
- have not done experiments on ALL of them though I tried to fill out the
- question marks in his document. I was not able to reproduce the S2/R
- behaviour for 122 (I get S1), or the "Closes 3 secs after leaving door
- sector" description for 112, (I get stays open). All these linedefs only
- work with the 1.666 engine. Dr. Sleep's descriptions were paraphrased to
- keep linedefs with identical functions described indentically.
-
- The following tables also show the number of times the linedef type was
- used in Doom1 and Doom2. This may help authors decide between similar line
- types, and warn against possibly buggy ones. No unusable ones have been
- found except possibly the three types still unknown: 72, 78, and 85. I
- have not attempted to explicate the 9 linedef type with a single line
- description, which all the rest are. Refer to the chainsaw pillar in E1M2
- or the yellow key room of E2M2 in Doom 1 for an example.
-
- Note that the linedef list is reproduced twice - organized by number
- and by function.
-
- Jim F. Flynn, CIS: 72713,3334
-
- This document should be viewed as preliminary, and I would appreciate
- any and all corrections/inputs/comments at the address above so a more
- correct, complete, and useful document can be produced as a reference
- for wad writing. I hope there aren't "numerous errors" but if there are
- I will fix them IF you report them. I also hope this proves useful.
-
- =====================================================================
- ---------------------------------------------------------------------
- Linedef types by number
- ---------------------------------------------------------------------
- Note n. abbreviates neighbor, min and max mean minimum and maximum.
- u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2.
- txt abbreviates texture, and typ stands for "sector type". Sw is used
- place of "switch sector".
-
- The trigger letters are as follows:
-
- D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector.
- S - switch trigger, first sidedef must be used with spacebar to activate
- W - walkover trigger, only teleport linedefs req. approach from 1st sidedef
- M - monster walkover, activated only when a monster walks over the line
- G - gun trigger, activated when line hit (fists,chain,bullet,shell only)
- (Note: monster bullets/shells activate gun linedefs too!). Shots do
- not elevate/depress when shooting at a gun linedef.
-
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 0 0 0 -- Null tag indicating no function is assigned
- 1 281 220 DR Open door - closes in 6 sec
- 2 114 64 W1 Open door - stays open
- 3 2 9 W1 Close door
- 4 0 1 W1 Open door - closes in 6 sec
- 5 1 3 W1 Set floor to min n. ceil
- 6 0 0 W1 Start fast crusher ceil (slow damage)
- 7 11 6 S1 Rising staircase
- 8 2 1 W1 Rising staircase
- 9 2 0 S1 Complex floor action? (function not fully understood by me)
- 10 1 0 W1 Lower lift
- 11 15 19 S- End level. Goto next level
- 12 0 0 W1 Light level to max n. light level
- 13 4 1 W1 Light level to 255
- 14 1 0 S1 Floor rises 32 txt & typ chg to sw
- 15 0 1 S1 Floor rises 24 txt & typ chg to sw
- 16 3 2 W1 Close door - opens in 30 sec
- 17 0 0 W1 Start blinking lights (every 1 sec)
- 18 10 8 S1 Floor rises to first n. floor or 0 hgt
- 19 11 22 W1 Set floor to max n. floor
- 20 13 12 S1 Raise floor to next floor or 0 hgt, txt & typ chg to sw
- 21 1 0 S1 Lower lift
- 22 3 18 W1 Raise floor to next floor txt & typ chg to 1st side sec.
- 23 16 12 S1 Floor lowers to min n. floor
- 24 1 0 G1 Set floor to min n. ceil
- 25 0 0 W1 Start slow crusher ceil (fast damage)
- 26 22 14 DR Open blue door - closes in 6 sec
- 27 26 12 DR Open yellow door - closes in 6 sec
- 28 10 9 DR Open red door - closes in 6 sec
- 29 1 0 S1 Open door - closes in 6 sec
- 30 2 2 W1 Floor rises 128? (sometimes less)
- 31 76 45 D1 Open door - stays open
- 32 15 40 D1 Open blue door - stays open
- 33 19 27 D1 Open yellow door - stays open
- 34 14 24 D1 Open red door - stays open
- 35 3 14 W1 Light level to 0
- 36 8 27 W1 Set floor to 8 above max n. floor
- 37 31 11 W1 Floor lowers to min n. floor txt & typ chg to min n.
- 38 23 37 W1 Floor lowers to min n. floor
- 39 3 3 W1 Teleport to a sector (tagged sector unique, contains TP thing)
- 40 4 0 W1 Ceil rises to max n. ceil
- 41 0 0 S1 Lower ceil to floor
- 42 6 1 SR Close door
- 43 0 0 SR Lower ceil to floor
- 44 1 0 W1 Lower ceil to 8 above floor
- 45 0 2 SR Set floor to max n. floor
- 46 13 22 G1 Open door - stays open
- 47 0 2 G1 Raise floor to next floor or 0 hgt, match txt & typ to 1st sec.
- 48 99 103 -- Animated wall (number/level is limited)
- 49 0 1 S1 Lower ceil to 8 above floor
- 50 0 0 S1 Open door - stays open
- 51 3 1 S- End level. Goto secret level.
- 52 19 55 W- End level. Goto next level.
- 53 0 0 W1 Start moving floor (up/down 5 sec)
- 54 0 0 W1 Stop moving floor
- 55 0 0 S1 Set floor to 8 under min n. ceil.
- 56 5 0 W1 Crusher floor rises to 8 below ceiling
- 57 0 0 W1 Stop crusher ceil
- 58 5 0 W1 Floor rises 24
- 59 5 7 W1 Floor rises 24 txt & typ chg to 1st side sector
- 60 0 4 SR Floor lowers to min n. floor
- 61 9 36 SR Open door - stays open
- 62 51 143 SR Lower lift
- 63 38 15 SR Open door - closes in 6 sec
- 64 0 0 SR Set floor to min n. ceil
- 65 0 0 SR Set floor to 8 under min n. ceil
- 66 0 0 SR Floor rises 24 txt & typ chg to sw
- 67 0 9 SR Floor rises 32 txt & typ chg to sw
- 68 0 2 SR Raise floor to next floor, match txt & typ at sw [1]
- 69 0 0 SR Floor rises to first n. floor or 0 hgt
- 70 3 2 SR Set floor to 8 above max n. floor
- 72 0 0 ?? ????????????????????????????????????????????
- 71 0 24 S1 Set floor to 8 above max n. floor
- 73 17 6 WR Start slow crusher ceil (fast damage)
- 74 24 13 WR Stop crusher ceil
- 75 6 0 WR Close door
- 76 2 0 WR Close door - opens in 30 sec
- 77 6 3 WR Start fast crusher ceil (slow damage)
- 78 0 0 ?? ????????????????????????????????????????????
- 79 0 0 WR Light level to 0
- 80 0 0 WR Light level to max n. light level
- 81 0 0 WR Light level to 255
- 82 6 0 WR Set floor to min n. floor.
- 83 0 7 WR Set floor to max n. floor
- 84 0 0 WR Set floor to min n. floor txt & typ chg to min n.
- 85 0 0 ?? ????????????????????????????????????????????
- 86 9 3 WR Open door - stays open
- 87 6 4 WR Start moving floor (up/down 5 sec)
- 88 65 51 WR Lower lift
- 89 10 5 WR Stop moving floor
- 90 21 17 WR Open door - closes in 6 sec
- 91 18 1 WR Set floor to min n. ceil
- 92 0 0 WR Floor rises 24
- 93 0 0 WR Floor rises 24 txt & typ chg to 1st side sector
- 94 0 1 WR Set floor to 8 under min n. ceil
- 95 0 0 W1 Raise floor to next floor txt & typ chg to 1st side sec. [2]
- 96 0 0 WR Floor rises 128
- 97 125 411 WR Teleport to a sector ( " " " " " " )
- 98 4 0 WR Set floor to 8 above max n. floor
- 99 0 2 SR Fast Open Door (stays open) Blue Key [1.666]
- 100 0 1 W1 Fast Raise Stair [1.666jff]
- 101 0 0 S1 Set floor to min n. ceil
- 102 14 22 S1 Set floor to max n. floor
- 103 41 32 S1 Open door - stays open
- 104 2 0 W1 Light level to min n. light level
- --------------Doom2 & 1.666 only below----------------------------------------
- 105 0 23 WR Fast Open Door (closes after 3 seconds) [1.666]
- 106 0 6 WR Fast Open Door (stays open) [1.666]
- 107 0 0 WR Fast Close Door [1.666]
- 108 0 0 W1 Fast Open Door (closes after 3 seconds) [1.666]
- 109 0 99 W1 Fast Open Door (stays open) [1.666]
- 110 0 1 W1 Fast Close Door [1.666jff]
- 111 0 0 S1 Fast Open Door (closes after 3 seconds) [1.666]
- 112 0 4 S1 Fast Open Door (stays open) [1.666jff]
- 113 0 0 S1 Fast Close Door [1.666jff]
- 114 0 51 SR Fast Open Door (closes after 3 seconds) [1.666]
- 115 0 11 SR Fast Open Door (stays open) [1.666]
- 116 0 1 SR Fast Close Door [1.666]
- 117 0 47 DR Fast Open Door (closes after 3 seconds) [1.666]
- 118 0 8 D1 Fast Open Door (stays open) [1.666]
- 119 0 13 W1 Raise floor to next floor [1.666]
- 120 0 58 WR Fast Lower Lift (raise after 3 seconds) [1.666]
- 121 0 0 W1 Fast Lower Lift (raise after 3 seconds) [1.666jff]
- 122 0 0 S1 Fast Lower Lift (raise after 3 seconds) [1.666jff]
- 123 0 162 SR Fast Lower Lift (raise after 3 seconds) [1.666]
- 124 0 4 W- End Level. Goto secret [1.666]
- 125 0 4 M1 Monster only teleporter [jff]
- 126 0 20 MR Monster only teleporter [jff]
- 127 0 6 S1 Fast Raise Stair [jff]
- 128 0 0 WR Raise floor to next floor [jff]
- 129 0 0 WR Raise floor to next floor [jff]
- 130 0 0 W1 Raise floor to next floor [jff]
- 131 0 2 S1 Raise floor to next floor [jff]
- 132 0 0 SR Raise floor to next floor [jff]
- 133 0 0 S1 Fast Open Door (stays open) Blue Key [jff]
- 134 0 4 SR Fast Open Door (stays open) Red Key [jff]
- 135 0 16 S1 Fast Open Door (stays open) Red Key [1.666jff]
- 136 0 4 SR Fast Open Door (stays open) Yellow Key [jff]
- 137 0 6 S1 Fast Open Door (stays open) Yellow Key [jff]
- 138 0 2 SR Light Level goes to 255 [1.666]
- 139 0 2 SR Light Level goes to 0 [1.666]
- 140 0 1 S1 Floor rises 512 [jff]
- 141 0 1 W1 Start Crushing Ceiling [1.666]
-
- Notes:
- [1] If above all floors, set to 0 hgt.
- [2] If no higher n. exists floor acts bad.
- [1.666] Usable with 1.666 engine and above only. Source is Dr. Sleep
- [1.666jff] 1.666 engine, from Dr. Sleep, modified after experiment
- [jff] Determined by experiment with 1.666 engine Doom 1 wad.
-
- =====================================================================
- ---------------------------------------------------------------------
- Linedef types by function
- ---------------------------------------------------------------------
- Note n. abbreviates neighbor, min and max mean minimum and maximum.
- u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2.
- txt abbreviates texture, and typ stands for "sector type". Sw is used
- place of "switch sector".
-
- The trigger letters are as follows:
-
- D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector.
- S - switch trigger, first sidedef must be used with spacebar to activate
- W - walkover trigger, only teleport linedefs req. approach from 1st sidedef
- M - monster walkover, activated only when a monster walks over the line
- G - gun trigger, activated when line hit (fists,chain,bullet,shell only)
- (Note: monster bullets/shells activate gun linedefs too!). Shots do
- not elevate/depress when shooting at a gun linedef.
-
- -----------------------------------------------------------------
- Doors
- ---------------------------------------------------------------
- Special door linedefs (no sector tag req.):
- # u1 u2 TR Brief function description
- -------------------------------------------
- 1 281 220 DR Open door - closes in 6 sec
- 26 22 14 DR Open blue door - closes in 6 sec
- 27 26 12 DR Open yellow door - closes in 6 sec
- 28 10 9 DR Open red door - closes in 6 sec
-
- 117 0 47 DR Fast Open Door (closes after 3 seconds) [1.666]
-
- 31 76 45 D1 Open door - stays open
- 32 15 40 D1 Open blue door - stays open
- 33 19 27 D1 Open yellow door - stays open
- 34 14 24 D1 Open red door - stays open
-
- 118 0 8 D1 Fast Open Door (stays open) [1.666]
-
- -----------------------------------------------------------------
- Door linedefs requiring sector tag:
- # u1 u2 TR Brief function description
- ------------------------------------
- 29 1 0 S1 Open door - closes in 6 sec
- 63 38 15 SR Open door - closes in 6 sec
- 4 0 1 W1 Open door - closes in 6 sec
- 90 21 17 WR Open door - closes in 6 sec
-
- 50 0 0 S1 Open door - stays open
- 103 41 32 S1 Open door - stays open
- 61 9 36 SR Open door - stays open
- 2 114 64 W1 Open door - stays open
- 86 9 3 WR Open door - stays open
- 46 13 22 G1 Open door - stays open
-
- 111 0 0 S1 Fast Open Door (closes after 3 seconds) [1.666]
- 114 0 51 SR Fast Open Door (closes after 3 seconds) [1.666]
- 108 0 0 W1 Fast Open Door (closes after 3 seconds) [1.666]
- 105 0 23 WR Fast Open Door (closes after 3 seconds) [1.666]
-
- 112 0 4 S1 Fast Open Door (stays open) [1.666jff]
- 115 0 11 SR Fast Open Door (stays open) [1.666]
- 109 0 99 W1 Fast Open Door (stays open) [1.666]
- 106 0 6 WR Fast Open Door (stays open) [1.666]
-
- 133 0 0 S1 Fast Open Door (stays open) Blue Key [jff]
- 99 0 2 SR Fast Open Door (stays open) Blue Key [1.666jff]
-
- 135 0 16 S1 Fast Open Door (stays open) Red Key [1.666jff]
- 134 0 4 SR Fast Open Door (stays open) Red Key [jff]
-
- 137 0 6 S1 Fast Open Door (stays open) Yellow Key [jff]
- 136 0 4 SR Fast Open Door (stays open) Yellow Key [jff]
-
- 42 6 1 SR Close door [Note Close door = lower ceil to floor]
- 3 2 9 W1 Close door
- 75 6 0 WR Close door
-
- 16 3 2 W1 Close door - opens in 30 sec
- 76 2 0 WR Close door - opens in 30 sec
-
- 113 0 0 S1 Fast Close Door [1.666jff]
- 116 0 1 SR Fast Close Door [1.666]
- 110 0 1 W1 Fast Close Door [1.666jff]
- 107 0 0 WR Fast Close Door [1.666]
- ---------------------------------------------------------------
- Lifts
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 21 1 0 S1 Lower lift (raise after 3 seconds)
- 62 51 143 SR Lower lift (raise after 3 seconds)
- 10 1 0 W1 Lower lift (raise after 3 seconds)
- 88 65 51 WR Lower lift (raise after 3 seconds)
-
- 122 0 0 S1 Fast Lower Lift (raise after 3 seconds) [1.666jff]
- 123 0 162 SR Fast Lower Lift (raise after 3 seconds) [1.666]
- 121 0 0 W1 Fast Lower Lift (raise after 3 seconds) [1.666]
- 120 0 58 WR Fast Lower Lift (raise after 3 seconds) [1.666]
- ---------------------------------------------------------------
- Crushers
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 6 0 0 W1 Start fast crusher ceil (slow damage)
- 77 6 3 WR Start fast crusher ceil (slow damage)
-
- 25 0 0 W1 Start slow crusher ceil (fast damage)
- 73 17 6 WR Start slow crusher ceil (fast damage)
-
- 141 0 1 W1 Start slow quiet crusher ceil (fast damage) [1.666jff]
-
- 57 0 0 W1 Stop crusher ceil
- 74 24 13 WR Stop crusher ceil
-
- 56 5 0 W1 Crusher floor rises to 8 below ceiling
- ---------------------------------------------------------------
- Stairs
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 7 11 6 S1 Raise stair (rise 8)
- 8 2 1 W1 Raise stair (rise 8)
-
- 127 0 6 S1 Fast raise stair (rise 16) [jff]
- 100 0 1 W1 Fast raise stair (rise 16) [1.666jff]
- ---------------------------------------------------------------
- Floors
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 9 2 0 S1 Complex floor action? (function not fully understood by me)
-
- 101 0 0 S1 Set floor to min n. ceil
- 64 0 0 SR Set floor to min n. ceil
- 5 1 3 W1 Set floor to min n. ceil
- 91 18 1 WR Set floor to min n. ceil
- 24 1 0 G1 Set floor to min n. ceil
-
- 58 5 0 W1 Floor rises 24
- 92 0 0 WR Floor rises 24
-
- 15 0 1 S1 Floor rises 24 txt & typ chg to sw
- 66 0 0 SR Floor rises 24 txt & typ chg to sw
- 59 5 7 W1 Floor rises 24 txt & typ chg to 1st side sector
- 93 0 0 WR Floor rises 24 txt & typ chg to 1st side sector
-
- 14 1 0 S1 Floor rises 32 txt & typ chg to sw
- 67 0 9 SR Floor rises 32 txt & typ chg to sw
-
- 30 2 2 W1 Floor rises 128? (sometimes less)
- 96 0 0 WR Floor rises 128
-
- 140 0 1 S1 Floor rises 512 [jff]
-
- 102 14 22 S1 Set floor to max n. floor
- 45 0 2 SR Set floor to max n. floor
- 19 11 22 W1 Set floor to max n. floor
- 83 0 7 WR Set floor to max n. floor
-
- 82 6 0 WR Set floor to min n. floor.
- 84 0 0 WR Set floor to min n. floor txt & typ chg to min n.
-
- 55 0 0 S1 Set floor to 8 under min n. ceil.
- 65 0 0 SR Set floor to 8 under min n. ceil
- 94 0 1 WR Set floor to 8 under min n. ceil
-
- 71 0 24 S1 Set floor to 8 above max n. floor
- 70 3 2 SR Set floor to 8 above max n. floor
- 36 8 27 W1 Set floor to 8 above max n. floor
- 98 4 0 WR Set floor to 8 above max n. floor
-
- 69 0 0 SR Floor rises to first n. floor or 0 hgt
- 18 10 8 S1 Floor rises to first n. floor or 0 hgt
-
- 95 0 0 W1 Raise floor to next floor txt & typ chg to 1st side sec. [2]
- 22 3 18 W1 Raise floor to next floor txt & typ chg to 1st side sec.
- 20 13 12 S1 Raise floor to next floor or 0 hgt, txt & typ chg to sw
- 47 0 2 G1 Raise floor to next floor or 0 hgt, match txt & typ to 1st sec.
-
- 68 0 2 SR Raise floor to next floor, match txt & typ at sw [1]
-
- 131 0 2 S1 Raise floor to next floor [jff]
- 132 0 0 SR Raise floor to next floor [jff]
- 130 0 0 W1 Raise floor to next floor [jff]
- 119 0 13 W1 Raise floor to next floor [1.666]
- 128 0 0 WR Raise floor to next floor [jff]
- 129 0 0 WR Raise floor to next floor [jff]
-
- 23 16 12 S1 Floor lowers to min n. floor
- 38 23 37 W1 Floor lowers to min n. floor
- 60 0 4 SR Floor lowers to min n. floor
-
- 37 31 11 W1 Floor lowers to min n. floor txt & typ chg to min n.
-
- 53 0 0 W1 Start moving floor (up/down 5 sec)
- 87 6 4 WR Start moving floor (up/down 5 sec)
-
- 89 10 5 WR Stop moving floor
- 54 0 0 W1 Stop moving floor
- ---------------------------------------------------------------
- Ceilings
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 40 4 0 W1 Ceil rises to max n. ceil
-
- 41 0 0 S1 Lower ceil to floor
- 43 0 0 SR Lower ceil to floor
-
- 49 0 1 S1 Lower ceil to 8 above floor
- 44 1 0 W1 Lower ceil to 8 above floor
- ---------------------------------------------------------------
- Lighting
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 139 0 2 SR Light level to 0 [1.666]
- 35 3 14 W1 Light level to 0
- 79 0 0 WR Light level to 0
-
- 138 0 2 SR Light level to 255 [1.666]
- 13 4 1 W1 Light level to 255
- 81 0 0 WR Light level to 255
-
- 12 0 0 W1 Light level to max n. light level
- 80 0 0 WR Light level to max n. light level
-
- 104 2 0 W1 Light level to min n. light level
-
- 17 0 0 W1 Start blinking lights (every 1 sec)
- ---------------------------------------------------------------
- Teleporters
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 39 3 3 W1 Teleport to a sector (tagged sector unique, contains TP thing)
- 97 125 411 WR Teleport to a sector ( " " " " " " )
-
- 125 0 4 M1 Monster only teleporter [jff]
- 126 0 20 MR Monster only teleporter [jff]
- ---------------------------------------------------------------
- End Level
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 11 15 19 S- End level. Goto next level
- 52 19 55 W- End level. Goto next level.
-
- 51 3 1 S- End level. Goto secret level.
- 124 0 4 W- End Level. Goto secret level [1.666]
- ---------------------------------------------------------------
- Misc.
- # u1 u2 TR Brief function description
- ---------------------------------------------------------------
- 0 0 0 -- Null tag indicating no function is assigned
- 48 99 103 -- Animated wall (number/level is limited)
-
- Notes:
- [1] If above all floors, set to 0 hgt.
- [2] If no higher n. exists floor acts bad.
- [1.666] Usable with 1.666 engine and above only. Source is Dr. Sleep
- [1.666jff] 1.666 engine, from Dr. Sleep, modified after experiment
- [jff] 1.666 engine, by experiment with 1.666 engine Doom 1 wad.
-
- -----------------------------------------------------------------------------
- ===============================================================================
-
- Special sector tags:
-
- 0 Tag used to specify no tag assigned. However, a linedef assigned to
- tag 0 (none) will attempt to carry its function out on all 0 tagged
- sectors unless it also has 0 linedef type. This usually causes the
- game to crash and is always weird - don't do it.
-
- 99 Artifact created by bug/feature of Id's BSP that collapses sectors
- that touch and have identical sector attributes. Used to prevent
- this. Has no effect on rising stairs other than this. Not necessary
- at all with Colin Reed's BSP.
-
- 666 When last boss dies - Lower sector floor to n. floor, if ExM8 and
- no 666 tagged sector exists then level ends.
-
-