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Monster Media 1996 #15
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Monster Media Number 15 (Monster Media)(July 1996).ISO
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wad2map.zip
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DUKE.TXT
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1996-04-19
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1,750 lines
;This file is parsed by WAD2MAP.EXE
;Much of the DOOM specific information was copied out of the unofficial
;DOOM spec by Matthew S Fell (msfell@aol.com).
[DEFINES] ;You can copy these defines straight out of the NAMES.H file
#define SECTOREFFECTOR 1
#define ACTIVATOR 2
#define TOUCHPLATE 3
#define ACTIVATORLOCKED 4
#define MUSICANDSFX 5
#define LOCATORS 6
#define CYCLER 7
#define MASTERSWITCH 8
#define RESPAWN 9
#define GPSPEED 10
#define ARROW 20
#define FIRSTGUNSPRITE 21
#define CHAINGUNSPRITE 22
#define RPGSPRITE 23
#define FREEZESPRITE 24
#define SHRINKERSPRITE 25
#define HEAVYHBOMB 26
#define TRIPBOMBSPRITE 27
#define SHOTGUNSPRITE 28
#define CYCLOIDSPRITE 29
#define HEALTHBOX 30
#define AMMOBOX 31
#define INVENTORYBOX 33
#define FREEZEAMMO 37
#define AMMO 40
#define BATTERYAMMO 41
#define CYCLOIDAMMO 42
#define RPGAMMO 44
#define FUELCAN 45
#define CRYSTALAMMO 46
#define HBOMBAMMO 47
#define AMMOLOTS 48
#define SHOTGUNAMMO 49
#define COLA 51
#define SIXPAK 52
#define FIRSTAID 53
#define SHIELD 54
#define STEROIDS 55
#define AIRTANK 56
#define JETPACK 57
#define HEATSENSOR 59
#define ACCESSCARD 60
#define BOOTS 61
#define RESPAWNMARKER 62
#define MIRRORBROKE 70
#define MOONSKY1 80
#define MOONSKY2 81
#define MOONSKY3 82
#define MOONSKY4 83
#define BIGORBIT1 84
#define BIGORBIT2 85
#define BIGORBIT3 86
#define BIGORBIT4 87
#define BIGORBIT5 88
#define LA 89
#define ATOMICHEALTH 100
#define TECHLIGHT2 120
#define TECHLIGHTBUST2 121
#define TECHLIGHT4 122
#define TECHLIGHTBUST4 123
#define WALLLIGHT4 124
#define WALLLIGHTBUST4 125
#define ACCESSSWITCH 130
#define SLOTDOOR 132
#define LIGHTSWITCH 134
#define SPACEDOORSWITCH 136
#define SPACELIGHTSWITCH 138
#define FRANKENSTINESWITCH 140
#define NUKEBUTTON 142
#define MULTISWITCH 146
#define DOORTILE5 150
#define DOORTILE6 151
#define DOORTILE1 152
#define DOORTILE2 153
#define DOORTILE3 154
#define DOORTILE4 155
#define DOORTILE7 156
#define DOORTILE8 157
#define DOORTILE9 158
#define DOORTILE10 159
#define DOORSHOCK 160
#define DIPSWITCH 162
#define DIPSWITCH2 164
#define TECHSWITCH 166
#define DIPSWITCH3 168
#define ACCESSSWITCH2 170
#define REFLECTWATERTILE 180
#define FLOORSLIME 200
#define BIGFORCE 230
#define EPISODE 247
#define W_LIGHT 260
#define SCREENBREAK1 263
#define SCREENBREAK2 264
#define SCREENBREAK3 265
#define SCREENBREAK4 266
#define SCREENBREAK5 267
#define SCREENBREAK6 268
#define SCREENBREAK7 269
#define SCREENBREAK8 270
#define SCREENBREAK9 271
#define SCREENBREAK10 272
#define SCREENBREAK11 273
#define SCREENBREAK12 274
#define SCREENBREAK13 275
#define MASKWALL1 285
#define W_TECHWALL1 293
#define W_TECHWALL2 297
#define W_TECHWALL3 301
#define W_TECHWALL4 305
#define WATERTILE2 336
#define BPANNEL1 341
#define PANNEL1 342
#define PANNEL2 343
#define WATERTILE 344
#define STATIC 351
#define W_SCREENBREAK 357
#define W_HITTECHWALL3 360
#define W_HITTECHWALL4 361
#define W_HITTECHWALL2 362
#define W_HITTECHWALL1 363
#define DOORTILE22 395
#define FANSPRITE 407
#define FANSPRITEBROKE 411
#define FANSHADOW 412
#define FANSHADOWBROKE 416
#define DOORTILE18 447
#define DOORTILE19 448
#define DOORTILE20 449
#define SPACESHUTTLE 487
#define SATELLITE 489
#define VIEWSCREEN2 499
#define VIEWSCREENBROKE 501
#define VIEWSCREEN 502
#define GLASS 503
#define GLASS2 504
#define STAINGLASS1 510
#define MASKWALL5 514
#define SATELITE 516
#define FUELPOD 517
#define SLIMEPIPE 538
#define CRACK1 546
#define CRACK2 547
#define CRACK3 548
#define CRACK4 549
#define FOOTPRINTS 550
#define DOMELITE 551
#define CAMERAPOLE 554
#define CHAIR1 556
#define CHAIR2 557
#define BROKENCHAIR 559
#define MIRROR 560
#define WATERFOUNTAIN 563
#define WATERFOUNTAINBROKE 567
#define FEMMAG1 568
#define TOILET 569
#define STALL 571
#define STALLBROKE 573
#define FEMMAG2 577
#define REACTOR2 578
#define REACTOR2BURNT 579
#define REACTOR2SPARK 580
#define GRATE1 595
#define BGRATE1 596
#define SOLARPANNEL 602
#define NAKED1 603
#define ANTENNA 607
#define TOILETBROKE 615
#define PIPETWO 616
#define PIPETWOBROKE 617
#define WATERPIPE 618
#define PIPEONE 619
#define CAMERA1 621
#define BRICK 626
#define SPLINTERWOOD 630
#define BOLT1 634
#define W_NUMBERS 640
#define WATERDRIP 660
#define WATERBUBBLE 661
#define WATERBUBBLEMAKER 662
#define W_FORCEFIELD 663
#define VACUUM 669
#define FOOTPRINTS2 672
#define FOOTPRINTS3 673
#define FOOTPRINTS4 674
#define EGG 675
#define SCALE 678
#define CHAIR3 680
#define CAMERALIGHT 685
#define MOVIECAMERA 686
#define IVUNIT 689
#define POT1 694
#define POT2 695
#define POT3 697
#define WALLLIGHT3 701
#define WALLLIGHTBUST3 702
#define WALLLIGHT1 703
#define WALLLIGHTBUST1 704
#define WALLLIGHT2 705
#define WALLLIGHTBUST2 706
#define LIGHTSWITCH2 712
#define WAITTOBESEATED 716
#define DOORTILE14 717
#define STATUE 753
#define VASE 765
#define SUSHIPLATE1 768
#define SUSHIPLATE2 769
#define SUSHIPLATE3 774
#define SUSHIPLATE4 779
#define DOORTILE16 781
#define SUSHIPLATE5 792
#define OJ 806
#define HURTRAIL 859
#define POWERSWITCH1 860
#define LOCKSWITCH1 862
#define POWERSWITCH2 864
#define ATM 867
#define STATUEFLASH 869
#define ATMBROKE 888
#define BIGHOLE2 893
#define STRIPEBALL 901
#define QUEBALL 902
#define POCKET 903
#define WOODENHORSE 904
#define TREE1 908
#define TREE2 910
#define CACTUS 911
#define MASKWALL2 913
#define MASKWALL3 914
#define MASKWALL4 915
#define FIREEXT 916
#define TOILETWATER 921
#define NEON1 925
#define NEON2 926
#define CACTUSBROKE 939
#define BOUNCEMINE 940
#define BROKEFIREHYDRENT 950
#define BOX 951
#define BULLETHOLE 952
#define BOTTLE1 954
#define BOTTLE2 955
#define BOTTLE3 956
#define BOTTLE4 957
#define FEMPIC5 963
#define FEMPIC6 964
#define FEMPIC7 965
#define HYDROPLANT 969
#define OCEANSPRITE1 971
#define OCEANSPRITE2 972
#define OCEANSPRITE3 973
#define OCEANSPRITE4 974
#define OCEANSPRITE5 975
#define GENERICPOLE 977
#define CONE 978
#define HANGLIGHT 979
#define HYDRENT 981
#define TIRE 990
#define BPIPE1 994
#define BPIPE2 995
#define BPIPE3 996
#define BPIPEBROKE 997
#define BROKEHYDROPLANT 1003
#define NEON3 1007
#define NEON4 1008
#define NEON5 1009
#define BOTTLE5 1012
#define BOTTLE6 1013
#define BOTTLE8 1014
#define SPOTLITE 1020
#define HANGOOZ 1022
#define BOTTLE7 1025
#define HORSEONSIDE 1026
#define GLASSPIECES 1031
#define HORSELITE 1034
#define NEON6 1046
#define MASKWALL6 1059
#define CLOCK 1060
#define RUBBERCAN 1062
#define BROKENCLOCK 1067
#define PLUG 1069
#define OOZFILTER 1079
#define FLOORPLASMA 1082
#define REACTOR 1088
#define REACTORSPARK 1092
#define REACTORBURNT 1096
#define DOORTILE15 1102
#define HANDSWITCH 1111
#define CIRCLEPANNEL 1113
#define CIRCLEPANNELBROKE 1114
#define PULLSWITCH 1122
#define MASKWALL8 1124
#define BIGHOLE 1141
#define ALIENSWITCH 1142
#define DOORTILE21 1144
#define HANDPRINTSWITCH 1155
#define BOTTLE10 1157
#define BOTTLE11 1158
#define BOTTLE12 1159
#define BOTTLE13 1160
#define BOTTLE14 1161
#define BOTTLE15 1162
#define BOTTLE16 1163
#define BOTTLE17 1164
#define BOTTLE18 1165
#define BOTTLE19 1166
#define DOORTILE17 1169
#define MASKWALL7 1174
#define JAILBARBREAK 1175
#define DOORTILE11 1178
#define DOORTILE12 1179
#define VENDMACHINE 1212
#define VENDMACHINEBROKE 1214
#define COLAMACHINE 1215
#define COLAMACHINEBROKE 1217
#define CRANEPOLE 1221
#define CRANE 1222
#define BARBROKE 1225
#define BLOODPOOL 1226
#define NUKEBARREL 1227
#define NUKEBARRELDENTED 1228
#define NUKEBARRELLEAKED 1229
#define CANWITHSOMETHING 1232
#define MONEY 1233
#define BANNER 1236
#define EXPLODINGBARREL 1238
#define EXPLODINGBARREL2 1239
#define FIREBARREL 1240
#define SEENINE 1247
#define SEENINEDEAD 1248
#define STEAM 1250
#define CEILINGSTEAM 1255
#define TRANSPORTERBEAM 1261
#define RAT 1267
#define TRASH 1272
#define FEMPIC1 1280
#define FEMPIC2 1289
#define BLANKSCREEN 1293
#define PODFEM1 1294
#define FEMPIC3 1298
#define FEMPIC4 1306
#define FEM1 1312
#define FEM2 1317
#define FEM3 1321
#define FEM5 1323
#define BLODDYPOLE 1324
#define BLODDYGIRLONPOLE 1335
#define FEM4 1325
#define FEM6 1334
#define FEM8 1336
#define HELECOPT 1346
#define FETUSJIB 1347
#define HOLODUKE 1348
#define SPACEMARINE 1353
#define INDY 1355
#define FETUS 1358
#define FETUSBROKE 1359
#define MONK 1352
#define LUKE 1354
#define COOLEXPLOSION1 1360
#define WATERSPLASH2 1380
#define FIREVASE 1390
#define SCRATCH 1393
#define FEM7 1395
#define APLAYERTOP 1400
#define APLAYER 1405
#define PLAYERONWATER 1420
#define DUKELYINGDEAD 1518
#define DUKETORSO 1520
#define DUKEGUN 1528
#define DUKELEG 1536
#define BLOOD 1620
#define FIRELASER 1625
#define TRANSPORTERSTAR 1630
#define SPIT 1636
#define LOOGIE 1637
#define FIST 1640
#define FREEZEBLAST 1641
#define CYCLOIDBLAST 1642
#define SHRINKSPARK 1646
#define TONGUE 1647
#define MORTER 1650
#define SHRINKEREXPLOSION 1656
#define RADIUSEXPLOSION 1670
#define FORCERIPPLE 1671
#define LIZTROOP 1680
#define LIZTROOPRUNNING 1681
#define LIZTROOPSTAYPUT 1682
#define LIZTOP 1705
#define LIZTROOPSHOOT 1715
#define LIZTROOPJETPACK 1725
#define LIZTROOPDSPRITE 1734
#define LIZTROOPONTOILET 1741
#define LIZTROOPDUCKING 1744
#define HEADJIB1 1768
#define ARMJIB1 1772
#define LEGJIB1 1776
#define OCTABRAIN 1820
#define OCTABRAINSTAYPUT 1821
#define OCTATOP 1845
#define JELLYDEADSPRITE 1855
#define INNERJAW 1860
#define DRONE 1880
#define EXPLOSION2 1890
#define COMMANDER 1920
#define COMMANDERSTAYPUT 1921
#define RECON 1960
#define PIGCOP 2000
#define PIGCOPSTAYPUT 2001
#define PIGCOPDIVE 2045
#define PIGCOPDEADSPRITE 2060
#define PIGTOP 2061
#define LIZMAN 2120
#define LIZMANSTAYPUT 2121
#define LIZMANSPITTING 2150
#define LIZMANFEEDING 2160
#define LIZMANJUMP 2165
#define LIZMANDEADSPRITE 2185
#define FECES 2200
#define LIZMANHEAD1 2201
#define LIZMANARM1 2205
#define LIZMANLEG1 2209
#define EXPLOSION2BOT 2219
#define USERWEAPON 2235
#define HEADERBAR 2242
#define JIBS1 2245
#define JIBS2 2250
#define JIBS3 2255
#define JIBS4 2260
#define JIBS5 2265
#define BURNING 2270
#define FIRE 2271
#define JIBS6 2286
#define BLOODSPLAT1 2296
#define BLOODSPLAT3 2297
#define BLOODSPLAT2 2298
#define BLOODSPLAT4 2299
#define OOZ 2300
#define BURNING2 2310
#define FIRE2 2311
#define CRACKKNUCKLES 2324
#define SMALLSMOKE 2329
#define SMALLSMOKEMAKER 2330
#define FLOORFLAME 2333
#define ROTATEGUN 2360
#define GREENSLIME 2370
#define WATERDRIPSPLASH 2380
#define SCRAP6 2390
#define SCRAP1 2400
#define SCRAP2 2404
#define SCRAP3 2408
#define SCRAP4 2412
#define SCRAP5 2416
#define ORGANTIC 2420
#define BETAVERSION 2440
#define PLAYERISHERE 2442
#define PLAYERWASHERE 2443
#define SELECTDIR 2444
#define F1HELP 2445
#define NOTCHON 2446
#define NOTCHOFF 2447
#define BACKGROUNDSCREEN 2448
#define DUKEICON 2452
#define BADGUYICON 2453
#define FOODICON 2454
#define GETICON 2455
#define MENUSCREEN 2456
#define MENUBAR 2457
#define KILLSICON 2458
#define FIRSTAID_ICON 2460
#define HEAT_ICON 2461
#define BOTTOMSTATUSBAR 2462
#define BOOT_ICON 2463
#define FRAGBAR 2465
#define JETPACK_ICON 2467
#define AIRTANK_ICON 2468
#define STEROIDS_ICON 2469
#define HOLODUKE_ICON 2470
#define ACCESS_ICON 2471
#define DIGITALNUM 2472
#define DUKECAR 2491
#define CAMCORNER 2482
#define CAMLIGHT 2484
#define LOGO 2485
#define TITLE 2486
#define NUKEWARNINGICON 2487
#define MOUSECURSOR 2488
#define SLIDEBAR 2489
#define DREALMS 2492
#define BETASCREEN 2493
#define WINDOWBORDER1 2494
#define TEXTBOX 2495
#define WINDOWBORDER2 2496
#define DUKENUKEM 2497
#define THREEDEE 2498
#define INGAMEDUKETHREEDEE 2499
#define CYCLOID 2510
#define KNEE 2521
#define CROSSHAIR 2523
#define FIRSTGUN 2524
#define FIRSTGUNRELOAD 2528
#define FALLINGCLIP 2530
#define CLIPINHAND 2531
#define HAND 2532
#define SHELL 2533
#define SHOTGUNSHELL 2535
#define CHAINGUN 2536
#define RPGGUN 2544
#define RPGMUZZLEFLASH 2545
#define FREEZE 2548
#define CATLITE 2552
#define SHRINKER 2556
#define HANDHOLDINGLASER 2563
#define TRIPBOMB 2566
#define LASERLINE 2567
#define HANDHOLDINGACCESS 2568
#define HANDREMOTE 2570
#define HANDTHROW 2573
#define TIP 2576
#define GLAIR 2578
#define SCUBAMASK 2581
#define SPACEMASK 2584
#define FORCESPHERE 2590
#define SHOTSPARK1 2595
#define RPG 2605
#define LASERSITE 2612
#define SHOTGUN 2613
#define BOSS1 2630
#define BOSS1STAYPUT 2631
#define BOSS1SHOOT 2660
#define BOSS1LOB 2670
#define BOSSTOP 2696
#define BOSS2 2710
#define BOSS3 2760
#define SPINNINGNUKEICON 2813
#define BIGFNTCURSOR 2820
#define SMALLFNTCURSOR 2821
#define STARTALPHANUM 2822
#define ENDALPHANUM 2915
#define BIGALPHANUM 2940
#define BIGPERIOD 3002
#define BIGCOMMA 3003
#define BIGX 3004
#define BIGQ 3005
#define BIGSEMI 3006
#define BIGCOLIN 3007
#define THREEBYFIVE 3010
#define BIGAPPOS 3022
#define BLANK 3026
#define MINIFONT 3072
#define BUTTON1 3164
#define GLASS3 3187
#define BONUSSCREEN 3240
#define VIEWBORDER 3250
#define VICTORY1 3260
#define ORDERING 3270
#define TEXTSTORY 3280
#define BLIMP 3400
#define FOOTPRINT 3701
#define POOP 3998
#define FRAMEEFFECT1 3999
[THINGTYPES]
;Instructions on thing type conversions:
;[dtype(-dtype)],[field,op,val]...
;
;dtype Can be any short number found in thing[].type of a doom map.
;field Can be any field in the BUILD SPRITE structure (sprite assumed)
;op Can be any of these standard C operators: = += -= ^= |= &=
;val Can be a number or one of the defines from above
0-4095,xrepeat=48,yrepeat=40, ;Useful for Doom->Doom to fix aspect ratio
1,picnum=APLAYER,xrepeat=48,yrepeat=40, ;Player 1 start
2,picnum=APLAYER,xrepeat=48,yrepeat=40, ;Player 2 start
3,picnum=APLAYER,xrepeat=48,yrepeat=40, ;Player 3 start
4,picnum=APLAYER,xrepeat=48,yrepeat=40, ;Player 4 start
11,picnum=APLAYER,cstat|=2,xrepeat=48,yrepeat=40, ;Deathmatch start positions. Should have >= 4/level
14,picnum=BOMBEMITTER, ;Teleport landing. Where things land when teleport to its SECTOR
3004,picnum=LIZTROOP, ;FORMER HUMAN: regular pistol-shooting zombieman
84,picnum=SPACEMARINE, ;WOLFENSTEIN SS: guest appearance by Wolf3D blue guy
9,picnum=LIZTROOP,pal=21, ;FORMER HUMAN SERGEANT: black armor, shotgunners
65,picnum=LIZMAN, ;HEAVY WEAPON DUDE: red armor, chaingunners
3001,picnum=PIGCOP, ;IMP: brown, hurl fireballs
3002,picnum=OCTABRAIN, ;DEMON: pink, muscular bull-like chewers
58,picnum=OCTABRAIN, ;SPECTRE: invisible version of the DEMON
3006,picnum=DRONE, ;LOST SOUL: flying flaming skulls, they really bite
3005,picnum=COMMANDER, ;CACODEMON: red one-eyed floating heads. Behold...
69,picnum=BOSS1,pal=21, ;HELL KNIGHT: grey-not-pink BARON, weaker
3003,picnum=BOSS1, ;BARON OF HELL: cloven hooved minotaur boss
68,picnum=BOSS1,pal=21, ;ARACHNOTRON: baby SPIDER, shoots green plasma
71,picnum=COMMANDER, ;PAIN ELEMENTAL: shoots LOST SOULS, deserves its name
66,picnum=COMMANDER, ;REVENANT: Fast skeletal dude shoots homing missles
67,picnum=OCTABRAIN, ;MANCUBUS: Big, slow brown guy shoots barrage of fire
64,picnum=BOSS1, ;ARCH-VILE: Super-fire attack, ressurects the dead!
7,picnum=BOSS2, ;SPIDER MASTERMIND: giant walking brain boss
16,picnum=BOSS3, ;CYBER-DEMON: robo-boss, rocket launcher
88,picnum=BOSS3, ;BOSS BRAIN: Horrifying visage of the ultimate demon
89,picnum=LIZTROOP, ;Boss Shooter: Shoots spinning skull-blocks
87,picnum=0, ;Spawn Spot: Where Todd McFarlane's guys appear
2005,picnum=FREEZESPRITE, ;Chainsaw
2001,picnum=SHOTGUNSPRITE, ;Shotgun e.g. electrogun
82,picnum=SHOTGUNSPRITE, ;Double-barreled shotgun
2002,picnum=CHAINGUNSPRITE, ;Chaingun, gatling gun, mini-gun, whatever
2003,picnum=RPGSPRITE, ;Rocket launcher
2004,picnum=CYCLOIDSPRITE, ;Plasma gun
2006,picnum=SHRINKERSPRITE, ;Bfg9000
2007,picnum=AMMO, ;Ammo clip
2008,picnum=SHOTGUNAMMO,xrepeat=4 ;Shotgun shells
2010,picnum=RPGAMMO,xrepeat=4 ;A rocket
2047,picnum=CYCLOIDAMMO, ;Cell charge
2048,picnum=AMMO, ;Box of Ammo
2049,picnum=SHOTGUNAMMO, ;Box of Shells
2046,picnum=RPGAMMO, ;Box of Rockets
17,picnum=CYCLOIDAMMO, ;Cell charge pack
8,picnum=HBOMBAMMO, ;Backpack: doubles maximum ammo capacities
2011,picnum=SIXPAK, ;Stimpak
2012,picnum=FIRSTAID, ;Medikit
2014,picnum=COLA, ;Health Potion +1% health
2015,picnum=COLA, ;Spirit Armor +1% armor
2018,picnum=SHIELD, ;Green armor 100%
2019,picnum=SHIELD, ;Blue armor 200%
83,picnum=TRIPBOMBSPRITE, ;Megasphere: 200% health, 200% armor
2013,picnum=TRIPBOMBSPRITE, ;Soulsphere, Supercharge, +100% health
2022,picnum=ATOM, ;Invulnerability
2023,picnum=STEROIDS, ;Berserk Strength and 100% health
2024,picnum=HOLODUKE, ;Invisibility
2025,picnum=BOOTS, ;Radiation suit
2026,picnum=JETPACK, ;Computer map
2045,picnum=HEATSENSOR, ;Lite Amplification goggles
5,picnum=ACCESSCARD, ;Blue keycard
40,picnum=ACCESSCARD, ;Blue skullkey
13,picnum=ACCESSCARD,pal=21, ;Red keycard
38,picnum=ACCESSCARD,pal=21, ;Red skullkey
6,picnum=ACCESSCARD,pal=23, ;Yellow keycard
39,picnum=ACCESSCARD,pal=23, ;Yellow skullkey
2035,picnum=EXPLODINGBARREL,cstat|=1,xrepeat=48,yrepeat=40, ;Barrel; not an obstacle after blown up (BEXP sprite)
72,picnum=MONK,cstat|=1, ;A guest appearance by Billy
48,picnum=160,cstat|=1,yrepeat=64, ;Tall, techno pillar
30,picnum=160,cstat|=1,yrepeat=64, ;Tall green pillar
32,picnum=160,cstat|=1,yrepeat=64, ;Tall red pillar
31,picnum=160,cstat|=1,yrepeat=64, ;Short green pillar
36,picnum=160,cstat|=1,yrepeat=64, ;Short green pillar with beating heart
33,picnum=160,cstat|=1,yrepeat=64, ;Short red pillar
37,picnum=160,cstat|=1,yrepeat=64, ;Short red pillar with skull
47,picnum=FEM5,cstat|=1, ;Stalagmite: small brown pointy stump
43,picnum=1025,cstat|=1, ;Burnt tree: gray tree
54,picnum=1025,cstat|=1, ;Large brown tree
2028,picnum=1079,cstat|=1, ;Floor lamp
85,picnum=1079,cstat|=1, ;Tall techno floor lamp
86,picnum=1079,cstat|=1, ;Short techno floor lamp
34,picnum=1079,cstat|=1, ;Candle
35,picnum=1079,cstat|=1, ;Candelabra
44,picnum=1025,cstat|=1, ;Tall blue firestick
45,picnum=1025,cstat|=1, ;Tall green firestick
46,picnum=1025,cstat|=1, ;Tall red firestick
55,picnum=1025,cstat|=1, ;Short blue firestick
56,picnum=1025,cstat|=1, ;Short green firestick
57,picnum=1025,cstat|=1, ;Short red firestick
70,picnum=1025,cstat|=1, ;Burning barrel
41,picnum=1025,cstat|=1, ;Evil Eye: floating eye in symbol, over candle
42,picnum=1025,cstat|=1, ;Floating Skull: flaming skull-rock
49,picnum=1025,cstat|=1, ;Hanging victim, twitching (can't walk through)
63,picnum=1025, ;Hanging victim, twitching
50,picnum=1025,cstat|=1, ;Hanging victim, arms out (can't walk through)
59,picnum=1025, ;Hanging victim, arms out
52,picnum=1025,cstat|=1, ;Hanging pair of legs (can't walk through)
60,picnum=1025, ;Hanging pair of legs
51,picnum=1025,cstat|=1, ;Hanging victim, 1-legged (can't walk through)
61,picnum=1025, ;Hanging victim, 1-legged
53,picnum=1025,cstat|=1, ;Hanging leg (can't walk through)
62,picnum=1025, ;Hanging leg
73,picnum=1025,cstat|=1, ;Hanging victim, guts removed
74,picnum=1025,cstat|=1, ;Hanging victim, guts and brain removed
75,picnum=1025,cstat|=1, ;Hanging torso, looking down
76,picnum=1025,cstat|=1, ;Hanging torso, open skull
77,picnum=1025,cstat|=1, ;Hanging torso, looking up
78,picnum=1025,cstat|=1, ;Hanging torso, brain removed
25,picnum=1025,cstat|=1, ;Impaled human
26,picnum=1025,cstat|=1, ;Twitching impaled human
27,picnum=1025,cstat|=1, ;Skull on a pole
28,picnum=1025,cstat|=1, ;5 skulls shish kebob
29,picnum=1025,cstat|=1, ;Pile of skulls and candles
10,picnum=JIBS1,xrepeat=48,yrepeat=40, ;Bloody mess (an exploded player)
12,picnum=JIBS1,xrepeat=48,yrepeat=40, ;Bloody mess, this thing is exactly the same as 10
24,picnum=JIBS2,xrepeat=48,yrepeat=40, ;Pool of blood and flesh
79,picnum=JIBS3,xrepeat=48,yrepeat=40, ;Pool of blood
80,picnum=JIBS4,xrepeat=48,yrepeat=40, ;Pool of blood
81,picnum=JIBS5,xrepeat=48,yrepeat=40, ;Pool of brains
15,picnum=1734,xrepeat=48,yrepeat=40, ;Dead player
18,picnum=TROOPDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead former human
19,picnum=TROOPDEADSPRITE,pal=21,xrepeat=48,yrepeat=40, ;Dead former sergeant
20,picnum=LIZMANDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead imp
21,picnum=TROOPDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead demon
22,picnum=COMMANDERDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead cacodemon
23,picnum=TROOPDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead lost soul, invisible (they blow up when killed)
[OPTIONTYPES]
BIT0,cstat|=0, ;present at skill 1&2
BIT1,cstat|=0, ;present at skill 3
BIT2,cstat|=0, ;present at skill 4&5
BIT3,cstat|=0, ;deaf guard (monsters only)
BIT4,cstat|=0, ;present in multiplayer mode only
;Things that start high:
; 3006,3005,71,49,63,50,59,52,60,51,61,53,62,73,74,75,76,77,78
[TEXTURELOOKUPS]
;Instructions on texture lookups:
;[dtext(-dtext) or wadname],[val]
;
;dtext Can be any doom texture number.
;wadname Can be any wad name representing a texture.
You can use the ? wildcard, for example EXIT? repesents both
EXIT1 and EXIT2. The number of characters must be the same for
wildcards to pick up names.
;val Can be a number or one of the defines from above
0-4095,0
;Wall section
1576-1577,1182 ;gray walls
1578,772 ;red line
1579-1582,772 ;brown muck
1583-1594,1182 ;gray wall
1595-1597,772 ;orange bumps
1598,772 ;bright door
1599,772 ;brown
1600,772 ;hex stone
1601-1605,772 ;brown
1606,772 ;orange bumps
1607,772 ;gray
1608-1609,TECHLIGHT2 ;vertical lights
1610-1611,772 ;red
1612-1613,772 ;black pipes
1614-1617,748 ;large gray brick
1618-1623,772 ;gray flat
1624-1626,772 ;keycards
1627-1630,748 ;green slime bumps
1631,772 ;brown bumps
1632,748 ;green bumps
1633,772 ;pipes
1634-1641,285 ;slanted masked walls
1642-1658,772 ;washing machines
1659,TECHLIGHT2 ;vertical lights
1660-1661,772 ;gray walls
1662,TECHLIGHT2 ;vertical light
1663,748 ;green bumps
1664,772 ;gray bumps
1665-1666,SCREENBREAK1 ;computer screens
1667-1674,1197 ;step textures
1675-1676,772 ;exit sign
1677,772 ;big pipe door
1678,772 ;gray wall
1679-1680,772 ;pipe mess
1681-1685,SCREENBREAK2 ;light monitor screens
1686-1693,SCREENBREAK3 ;dark computer screens
1694,772 ;dark blue mess
1695-1706,W_TECHWALL3 ;grayish computer stuff
1707-1709,150 ;doors
1710-1713,157 ;black doors
1714,772 ;big orange door
1715-1722,TECHLIGHT4 ;tiny lights
1723,772 ;slime bottom
1724,TECHLIGHT2 ;vertical light
1725-1730,SCREENBREAK4 ;computer screens
1731-1739,772 ;switches
1740-1929,772 ;Sorry, I don't have all year!
;Ceiling/floor section
1934-1935,417 ;brown randorectangles
1936,417 ;gray vertical panels
1937,417 ;blue thingy
1938,TECHLIGHT4 ;red fluorescent light
1939,417 ;brown square
1940-1941,417 ;vertical weave
1942,417 ;tetris shapes
1943-1944,417 ;gray hexagons
1945-1946,417 ;orange hexagons
1947,417 ;orange stone
1948-1949,417 ;nice brown/gray edges
1950,417 ;red mess
1951,417 ;gray mess
1952-1955,417 ;small lights
1956,417 ;brown mess
1957,417 ;marble mess
1958,748 ;stone tiles
1959-1962,417 ;skeleton symbol
1963-1964,417 ;brown rounded tiles
1965,181 ;gray tiles
1966-1967,417 ;blue faded
1968,417 ;plain
1969,417 ;brown plain
1970,417 ;gray/diagonal stripes
1971,417 ;square light
1972,417 ;small orange hexagons
1973,417 ;brown mess
1974,417 ;blue mess
1975,417 ;vertical gray strips
1976,417 ;gray squares
1977-1985,417 ;Sorry, not done yet!
1986,FLOORSLIME ;Green Sludge
1987-2048,417
;WALL TEXTURES
WALL00_1,0 ;
WALL00_2,0 ;
WALL00_3,331 ;
WALL00_5,367 ;
WALL00_6,367 ;
WALL00_7,367 ;
WALL00_8,367 ;
WALL01_1,0 ;
WALL01_2,0 ;
WALL01_3,0 ;
WALL01_4,0 ;
WALL01_5,0 ;
WALL01_6,0 ;
WALL01_7,0 ;
WALL01_8,0 ;
WALL01_9,0 ;
WALL01_A,0 ;
WALL01_B,0 ;
WALL01_C,0 ;
WALL02_1,802 ;
WALL02_2,802 ;
WALL02_3,802 ;
WALL03_1,DOORTILES ;
WALL03_4,372 ;
WALL03_7,417 ;
WALL04_2,373 ;
WALL04_3,373 ;
WALL04_4,373 ;
WALL04_5,373 ;
WALL04_7,417 ;
WALL05_2,367 ;
W13_1,0 ;
W13_8,0 ;
W13_A,0 ;
W15_4,0 ;
W15_5,0 ;
W17_1,396 ;
WALL24_1,0 ;
W28_5,0 ;
W28_6,0 ;
W28_7,0 ;
W28_8,0 ;
W31_1,0 ;
W32_1,0 ;
W32_4,0 ;
W33_5,0 ;
W33_7,0 ;
W33_8,0 ;
W46_37,0 ;
W46_38,0 ;
W46_39,0 ;
WALL57_1,0 ;
WALL57_2,0 ;
WALL57_3,0 ;
WALL57_4,0 ;
WALL62_1,748 ;
WALL62_2,748 ;
W94_1,709 ;
W111_2,285 ;
W111_3,285 ;
W112_1,285 ;
W112_2,285 ;
W112_3,285 ;
W113_1,285 ;
W113_2,285 ;
W113_3,285 ;
SW11_1,392 ;
SW11_2,392 ;
SW11_4,392 ;
SW11_5,392 ;
SW12_1,392 ;
SW12_2,392 ;
SW12_4,392 ;
SW12_5,392 ;
SW19_1,392 ;
SW19_2,392 ;
SW19_3,392 ;
SW19_4,392 ;
SW17_4,392 ;
SW17_5,392 ;
SW17_6,392 ;
SW18_7,392 ;
T14_5,0 ;
AG128_1,218 ;
AG128_2,218 ;
AGB128_1,0 ;
WLA128_1,0 ;
SUPPORT2,218 ;
TOMW2_1,0 ;
TOMW2_2,0 ;
STEP03,1197 ;
STEP04,1197 ;
STEP05,1197 ;
STEP06,1197 ;
STEP07,1197 ;
STEP08,1197 ;
STEP09,1197 ;
STEP10,1197 ;
EXIT1,961 ;
EXIT2,961 ;
PLAT2_1,354 ;
TTALL1_2,218 ;
TP2_1,0 ;
TP2_2,0 ;
COMP01_1,0 ;
COMP01_5,0 ;
COMP01_6,0 ;
COMP1B_4,0 ;
COMP1C_6,0 ;
COMP02_1,W_TECHWALL1 ;
COMP02_2,W_TECHWALL2 ;
COMP02_3,W_TECHWALL3 ;
COMP02_4,W_TECHWALL4 ;
COMP02_5,W_TECHWALL1 ;
COMP02_6,W_TECHWALL2 ;
COMP02_7,W_TECHWALL3 ;
COMP02_8,W_TECHWALL4 ;
COMP03_1,305 ;
COMP03_4,305 ;
COMP03_5,305 ;
COMP03_6,251 ;
COMP03_7,251 ;
COMP03_8,305 ;
COMP04_1,305 ;
COMP04_2,305 ;
COMP04_5,305 ;
COMP04_6,305 ;
COMP04_7,305 ;
COMP04_8,305 ;
DOOR2_1,345 ;
DOOR2_4,150 ;
DOOR2_5,158 ;
DOOR3_4,966 ;
DOOR3_5,966 ;
DOOR3_6,966 ;
DOORTRAK,877 ;
DOOR9_1,150 ;
WARNA0,0 ;
WARNB0,0 ;
BLITA0,128 ;
BLITB0,128 ;
BLITC0,128 ;
WLITA0,128 ;
WLITB0,128 ;
WLITC0,128 ;
NUKEDGE,747 ;
FLAMP,0 ;
TSCRN2,SCREENBREAK1 ;
TSCRN3,SCREENBREAK2 ;
TSCRN4,SCREENBREAK3 ;
TSCRN5,SCREENBREAK4 ;
TSCRN6,SCREENBREAK5 ;
TSCRN8,SCREENBREAK6 ;
PS20A0,0 ;
SW1S0,0 ;
SW1S1,0 ;
SW2S0,0 ;
SW2S1,0 ;
SW3S0,0 ;
SW3S1,0 ;
SW4S0,0 ;
SW4S1,0 ;
SKY1,0 ;
WALL22_1,0 ;
WALL23_1,0 ;
WALL23_2,0 ;
WALL25_1,0 ;
WALL30_2,0 ;
WALL30_3,0 ;
WALL30_4,0 ;
WALL40_1,0 ;
WALL40_2,0 ;
WALL42_1,0 ;
WALL42_3,0 ;
WALL42_5,0 ;
WALL42_6,0 ;
WALL47_1,0 ;
WALL47_2,0 ;
WALL47_3,0 ;
WALL47_4,0 ;
WALL47_5,0 ;
WALL48_1,0 ;
WALL48_2,0 ;
WALL48_3,0 ;
WALL48_4,0 ;
WALL49_1,0 ;
WALL49_2,0 ;
WALL49_3,0 ;
WALL49_4,0 ;
WALL50_1,0 ;
WALL50_2,0 ;
WALL51_1,0 ;
WALL51_2,0 ;
WALL51_3,0 ;
WALL52_1,0 ;
WALL52_2,0 ;
WALL53_1,0 ;
WALL54_1,0 ;
WALL54_2,0 ;
WALL55_1,0 ;
WALL58_1,0 ;
WALL58_2,0 ;
WALL58_3,0 ;
WALL59_1,0 ;
WALL59_2,0 ;
WALL59_3,0 ;
WALL59_4,0 ;
WALL63_1,0 ;
WALL63_2,0 ;
WALL64_2,0 ;
W64B_1,0 ;
W64B_2,0 ;
W65B_1,0 ;
W65B_2,0 ;
W67_1,0 ;
W67_2,0 ;
WALL69_4,0 ;
WALL69_9,0 ;
WALL70_2,0 ;
WALL70_3,0 ;
WALL70_4,0 ;
WALL70_9,0 ;
WALL71_5,0 ;
WALL72_3,0 ;
WALL72_5,0 ;
WALL72_7,0 ;
W73A_1,0 ;
W73A_2,0 ;
W73B_1,0 ;
W74A_1,0 ;
W74A_2,0 ;
W74B_1,0 ;
WALL76_1,0 ;
WALL78_1,0 ;
WALL79_1,0 ;
W92_1,0 ;
W92_2,0 ;
W96_1,0 ;
W96_2,0 ;
WALL97_1,0 ;
WALL97_2,0 ;
WALL97_3,0 ;
W98_1,0 ;
W98_2,0 ;
W99_1,0 ;
W99_2,0 ;
W101_1,0 ;
W101_2,0 ;
W102_1,0 ;
W102_2,0 ;
W103_1,0 ;
W103_2,0 ;
W104_1,0 ;
W105_1,0 ;
W106_1,0 ;
W107_1,0 ;
W108_1,0 ;
W108_2,0 ;
W108_3,0 ;
W108_4,0 ;
W109_1,0 ;
W109_2,0 ;
W110_1,0 ;
M1_1,0 ;
WALL03_3,0 ;
WALL04_9,0 ;
WALL04_A,0 ;
WALL04_B,0 ;
WALL04_C,0 ;
W15_6,0 ;
RIPW15,0 ;
WALL21_1,0 ;
WALL21_3,0 ;
WALL21_5,0 ;
DOOR11_1,0 ;
DOOR12_1,0 ;
DOOR2_3,0 ;
DOOR9_2,0 ;
SNAK7_1,0 ;
SNAK8_1,0 ;
HELL5_1,0 ;
HELL5_2,0 ;
HELL6_1,0 ;
HELL6_2,0 ;
HELL6_3,0 ;
HELL8_1,0 ;
HELL8_2,0 ;
HELL8_3,0 ;
HELL8_4,0 ;
SPINE3_1,0 ;
SPINE3_2,0 ;
SPINE4_1,0 ;
SW15_1,0 ;
SW15_3,0 ;
SW15_4,0 ;
SW15_6,0 ;
SW16_1,0 ;
SW16_2,0 ;
SW16_4,0 ;
SW16_6,0 ;
SW17_1,0 ;
SW17_2,0 ;
SW17_3,0 ;
SW18_5,0 ;
MWALL1_1,0 ;
MWALL1_2,0 ;
MWALL2_1,0 ;
MWALL3_1,0 ;
MWALL4_1,0 ;
MWALL4_2,0 ;
MWALL5_1,0 ;
T14_3,0 ;
BCRATEL1,0 ;
BCRATEM1,0 ;
BCRATER1,0 ;
GCRATEL1,0 ;
GCRATEM1,0 ;
GCRATER1,0 ;
VGCRATE1,0 ;
LADDER16,0 ;
SGCRATE2,0 ;
CYL1_1,0 ;
TP3_1,0 ;
TP3_2,0 ;
TP5_1,0 ;
TP5_2,0 ;
TP5_3,0 ;
TP5_4,0 ;
TP7_1,0 ;
TP7_2,0 ;
COMP03_2,0 ;
RP1_1,0 ;
RP1_2,0 ;
RP2_1,0 ;
RP2_2,0 ;
RP2_3,0 ;
RP2_4,0 ;
SW2_1,0 ;
SW2_2,0 ;
SW2_3,0 ;
SW2_4,0 ;
SW2_5,0 ;
SW2_6,0 ;
SW2_7,0 ;
SW2_8,0 ;
DUCT1,0 ;
PS15A0,0 ;
PS18A0,0 ;
SKY2,0 ;
SKY3,0 ;
RSKY1,0 ;
RSKY2,0 ;
RSKY3,0 ;
RW1_1,0 ;
RW1_2,0 ;
RW1_3,0 ;
RW1_4,0 ;
RW5_1,0 ;
RW5_2,0 ;
RW5_3,0 ;
RW5_4,0 ;
RW6_1,0 ;
RW7_1,0 ;
RW7_2,0 ;
RW7_3,0 ;
RW8_1,0 ;
RW8_2,0 ;
RW8_3,0 ;
RW8_4,0 ;
RW9_1,0 ;
RW9_2,0 ;
RW9_3,0 ;
RW9_4,0 ;
RW10_1,0 ;
RW10_2,0 ;
RW10_3,0 ;
RW10_4,0 ;
RW11_2,0 ;
RW11_3,0 ;
RW12_1,0 ;
RW12_2,0 ;
RW12_3,0 ;
RW12_4,0 ;
RW13_1,0 ;
RW14_1,0 ;
RW15_1,0 ;
RW15_2,0 ;
RW15_3,0 ;
RW15_4,0 ;
RW16_1,0 ;
RW16_2,0 ;
RW16_3,0 ;
RW16_4,0 ;
RW18_1,0 ;
RW18_2,0 ;
RW18_3,0 ;
RW18_4,0 ;
RW19_1,0 ;
RW19_2,0 ;
RW19_3,0 ;
RW19_4,0 ;
RW20_1,0 ;
RW20_2,0 ;
RW20_3,0 ;
RW20_4,0 ;
RW21_1,0 ;
RW21_2,0 ;
RW21_3,0 ;
RW21_4,0 ;
RW21_5,0 ;
RW22_1,0 ;
RW22_2,0 ;
RW22_3,0 ;
RW23_1,0 ;
RW23_2,0 ;
RW23_3,0 ;
RW23_4,0 ;
RW24_1,0 ;
RW24_2,0 ;
RW24_3,0 ;
RW24_4,0 ;
RW25_1,0 ;
RW25_2,0 ;
RW25_3,0 ;
RW25_4,0 ;
RW26_1,0 ;
RW26_2,0 ;
RW26_3,0 ;
RW26_4,0 ;
RW27_2,0 ;
RW27_3,0 ;
RW28_1,0 ;
RW28_2,0 ;
RW28_3,0 ;
RW28_4,0 ;
RW30_1,0 ;
RW30_2,0 ;
RW30_3,0 ;
RW31_1,0 ;
RW31_2,0 ;
RW31_3,0 ;
RW31_4,0 ;
RW32_1,0 ;
RW32_2,0 ;
RW32_3,0 ;
RW33_1,0 ;
RW33_2,0 ;
RW33_3,0 ;
RW33_4,0 ;
RW34_1,0 ;
RW34_2,0 ;
RW35_1,0 ;
RW35_2,0 ;
RW36_1,0 ;
RW36_2,0 ;
RW36_3,0 ;
RW37_1,0 ;
RW37_2,0 ;
RW37_3,0 ;
RW37_4,0 ;
RW38_1,0 ;
RW38_2,0 ;
RW38_3,0 ;
RW38_4,0 ;
RW39_1,0 ;
RW39_2,0 ;
WOLF1,0 ;
WOLF2,0 ;
WOLF3,0 ;
WOLF4,0 ;
WOLF5,0 ;
WOLF6,0 ;
WOLF7,0 ;
WOLF9,0 ;
WOLF10,0 ;
WOLF11,0 ;
WOLF12,0 ;
WOLF13,0 ;
WOLF14,0 ;
WOLF17,0 ;
WOLF18,0 ;
BODIES,0 ;
BODY_1,0 ;
BODY_2,0 ;
RW41_1,0 ;
RW41_2,0 ;
RW41_3,0 ;
RW41_4,0 ;
RW42_1,0 ;
RW42_3,0 ;
RW42_4,0 ;
RW43_1,0 ;
RW43_3,0 ;
RW43_4,0 ;
RW44_2,0 ;
RW44_4,0 ;
RW45_1,0 ;
RW46_2,0 ;
RW46_3,0 ;
RW46_4,0 ;
RW47_1,0 ;
RW47_3,0 ;
RW47_4,0 ;
RW48_1,0 ;
RW48_2,0 ;
RW48_3,0 ;
RW48_4,0 ;
BFALL1,0 ;
BFALL2,0 ;
BFALL3,0 ;
BFALL4,0 ;
SFALL1,0 ;
SFALL2,0 ;
SFALL3,0 ;
SFALL4,0 ;
RWDMON1,0 ;
RWDMON2,0 ;
RWDMON3,0 ;
RWDMON4,0 ;
RWDMON5,0 ;
RWDMON7,0 ;
RWDMON8,0 ;
RWDMON9,0 ;
RWDMON10,0 ;
RWDM11A,0 ;
RWDM11B,0 ;
RWDM11C,0 ;
RWDM11D,0 ;
DOOR15_1,0 ;
DOOR15_2,0 ;
DOOR15_3,0 ;
DOOR15_4,0 ;
;CEILING/FLOOR SECTION
FLOOR0_1,0 ;
FLOOR0_3,0 ;
FLOOR0_6,0 ;
FLOOR1_1,898 ;
FLOOR1_7,0 ;
FLOOR3_3,0 ;
FLOOR4_1,0 ;
FLOOR4_5,0 ;
FLOOR4_6,0 ;
FLOOR4_8,417 ;
FLOOR5_1,876 ;
FLOOR5_2,1218 ;
FLOOR5_3,876 ;
FLOOR5_4,0 ;
STEP1,352 ;
STEP2,352 ;
FLOOR6_1,852 ;
FLOOR6_2,852 ;
TLITE6_1,626 ;
TLITE6_4,626 ;
TLITE6_5,326 ;
TLITE6_6,326 ;
FLOOR7_1,771 ;
FLOOR7_2,1098 ;
MFLR8_1,461 ;
DEM1_1,0 ;
DEM1_2,0 ;
DEM1_3,0 ;
DEM1_4,0 ;
CEIL3_1,0 ;
CEIL3_2,0 ;
CEIL3_5,461 ;
CEIL4_2,0 ;
CEIL4_3,0 ;
CEIL5_1,287 ;
CEIL5_2,900 ;
FLAT1,0 ;
FLAT2,0 ;
FLAT5,0 ;
FLAT10,0 ;
FLAT14,898 ;
FLAT18,228 ;
FLAT20,191 ;
FLAT22,0 ;
FLAT23,0 ;
FLAT5_4,478 ;
FLAT5_5,429 ;
CONS1_1,0 ;
CONS1_5,0 ;
CONS1_7,0 ;
NUKAGE1,200 ;
NUKAGE2,200 ;
NUKAGE3,200 ;
SFLR6_1,0 ;
SFLR6_4,0 ;
SFLR7_1,0 ;
SFLR7_4,0 ;
FLOOR0_2,0 ;
FLOOR0_5,0 ;
FLOOR0_7,0 ;
FLOOR1_6,0 ;
GATE1,0 ;
GATE2,0 ;
GATE3,0 ;
GATE4,0 ;
FWATER1,0 ;
FWATER2,0 ;
FWATER3,0 ;
FWATER4,0 ;
LAVA1,0 ;
LAVA2,0 ;
LAVA3,0 ;
LAVA4,0 ;
DEM1_5,0 ;
DEM1_6,0 ;
MFLR8_2,0 ;
MFLR8_3,0 ;
MFLR8_4,0 ;
CEIL1_1,0 ;
CEIL1_2,0 ;
CEIL1_3,0 ;
CEIL3_3,0 ;
CEIL3_4,0 ;
CEIL3_6,0 ;
CEIL4_1,0 ;
BLOOD1,0 ;
BLOOD2,0 ;
BLOOD3,0 ;
FLAT1_1,0 ;
FLAT1_2,0 ;
FLAT1_3,0 ;
FLAT5_1,0 ;
FLAT5_2,0 ;
FLAT5_3,0 ;
FLAT5_6,0 ;
FLAT5_7,0 ;
FLAT5_8,0 ;
CRATOP1,0 ;
CRATOP2,0 ;
FLAT3,0 ;
FLAT4,0 ;
FLAT8,0 ;
FLAT9,0 ;
FLAT17,0 ;
FLAT19,0 ;
COMP01,0 ;
GRASS1,0 ;
GRASS2,0 ;
GRNLITE1,0 ;
GRNROCK,0 ;
RROCK01,0 ;
RROCK02,0 ;
RROCK03,0 ;
RROCK04,0 ;
RROCK05,0 ;
RROCK06,0 ;
RROCK07,0 ;
RROCK08,0 ;
RROCK09,0 ;
RROCK10,0 ;
RROCK11,0 ;
RROCK12,0 ;
RROCK13,0 ;
RROCK14,0 ;
RROCK15,0 ;
RROCK16,0 ;
RROCK17,0 ;
RROCK18,0 ;
RROCK19,0 ;
RROCK20,0 ;
SLIME01,0 ;
SLIME02,0 ;
SLIME03,0 ;
SLIME04,0 ;
SLIME05,0 ;
SLIME06,0 ;
SLIME07,0 ;
SLIME08,0 ;
SLIME09,0 ;
SLIME10,0 ;
SLIME11,0 ;
SLIME12,0 ;
SLIME13,0 ;
SLIME14,0 ;
SLIME15,0 ;
SLIME16,0 ;
;PARALLAXING SKY
F_SKY1,89
[TAGCONVERSIONS]
;Instructions on tag conversions:
;[dtype(-dtype)],[structname.field,op,val]...
;
;dtype Can be any number found in linedef[].type of a doom map.
;structname Can be any of these:
; fwall - The front side of a wall
; bwall - The back side of a wall
; fsector - The front sector of a wall
; bsector - The back sector of a wall
; f(#)sprite - A sprite that will be inserted into front sector if accessed
; b(#)sprite - A sprite that will be inserted into back sector if accessed
; For sprites, the # option allows you to choose which of 8 possible
; sprites in each sector the field will be put into. Only touched
; sprites will be inserted into the final map.
;field Can be any field inside the structure you chose
;op Can be any of these standard C operators: = += -= ^= |= &=
;val Can be a number, a define, or the keyword "tag"
;smoosh all walls on map
0-4095,fwall.xrepeat=8,fwall.yrepeat=8,
0-4095,bwall.xrepeat=8,bwall.yrepeat=8,
;SPECIAL (Continuous effect, no triggereing)
48, ;n--,Scrolling wall
;LOCAL DOORS ("MANUAL" DOORS)
1,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSRmopen/close(4sec)
26,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSR,open/close BLUE KEY (4 sec)
28,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSR,open/close RED KEY (4 sec)
27,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSR,open/close YELLOW KEY (4 sec)
31,fsector.lotag=20, ;nS1,open
32,fsector.lotag=20, ;nS1,open BLUE KEY
33,fsector.lotag=20, ;nS1,open RED KEY
34,fsector.lotag=20, ;nS1,open YELLOW KEY
46,fsector.lotag=20, ;nGR,open
117,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSR,fast open/close (4 sec)
117,f1sprite.picnum=GPSPEED,f1sprite.lotag=512,
118,fsector.lotag=20,f1sprite.picnum=GPSPEED,f1sprite.lotag=512, ;nS1,fast open
;REMOTE DOORS
4,0 ;W1,open/close (4 sec)
29,0 ;S1,open/close (4 sec)
90,0 ;WR,open/close (4 sec)
63,0 ;SR,open/close (4 sec)
2,0 ;W1,open
103,0 ;S1,open
86,0 ;WR,open
61,0 ;SR,open
3,0 ;W1,close
50,0 ;S1,close
75,0 ;WR,close
42,0 ;SR,close
16,0 ;W1,close/opens (30 sec)
76,0 ;WR,close/opens (30 sec)
108,0 ;W1,fast open/close (4 sec)
111,0 ;WR,fast open/close (4 sec)
105,0 ;S1,fast open/close (4 sec)
114,0 ;SR,fast open/close (4 sec)
109,0 ;W1,fast open
112,0 ;S1,fast open
106,0 ;WR,fast open
115,0 ;SR,fast open
110,0 ;W1,fast close
113,0 ;S1,fast close
107,0 ;WR,fast close
116,0 ;SR,fast close
133,0 ;S1,fast open BLUE KEY
99,0 ;SR,fast open BLUE KEY
135,0 ;S1,fast open RED KEY
134,0 ;SR,fast open RED KEY
137,0 ;S1,fast open YELLOW KEY
136,0 ;SR,fast open YELLOW KEY
;CEILINGS
40,0 ;W1,up to HEC
41,0 ;S1,down to floor
43,0 ;SR,down to floor
44,0 ;W1,down to floor + 8
49,0 ;S1,down to floor + 8
72,0 ;WR,down to floor + 8
;LIFTS
10,fsector.lotag=16, ;W1,lift (3 sec)
21,fsector.lotag=16, ;S1,lift (3 sec)
88,fsector.lotag=16, ;WRm,lift (3 sec)
62,fsector.lotag=16, ;SR,lift (3 sec)
121,fsector.lotag=16, ;W1,fast lift (3 sec)
122,fsector.lotag=16, ;S1,fast lift (3 sec)
120,fsector.lotag=16, ;WR,fast lift (3 sec)
123,fsector.lotag=16, ;SR,fast lift (3 sec)
;FLOORS
119,0 ;W1,up to nhEF
128,0 ;WR,up to nhEF
18,0 ;S1,up to nhEF
69,0 ;SR,up to nhEF
22,0 ;W1&,up to nhEF (floor texture change)
95,0 ;WR&,up to nhEF (floor texture change)
20,0 ;S1&,up to nhEF (floor texture change)
68,0 ;SR&,up to nhEF (floor texture change)
47,0 ;G1&,up to nhEF (floor texture change)
5,0 ;W1,up to LIC
91,0 ;WR,up to LIC
101,0 ;S1,up to LIC
64,0 ;SR,up to LIC
24,0 ;G1,up to LIC
130,0 ;W1,fast up to nhEF
131,0 ;S1,fast up to nhEF
129,0 ;WR,fast up to nhEF
132,0 ;SR,fast up to nhEF
56,0 ;W1&,up to LIC-8/CRUSH
94,0 ;WR&,up to LIC-8/CRUSH
55,0 ;S1,up to LIC-8/CRUSH
65,0 ;SR,up to LIC-8/CRUSH
58,0 ;W1,up 24
92,0 ;WR,up 24
15,0 ;S1&,up 24 (floor texture change)
66,0 ;SR&,up 24 (floor texture change)
59,0 ;W1&,up 24 (special floor texture change)
93,0 ;WR&,up 24 (special floor texture change)
14,0 ;S1&,up 32 (floor texture changed)
67,0 ;SR&,up 32 (floor texture changed)
140,0 ;S1,fast up 512
30,0 ;W1,up ShortestLowerTexture
96,0 ;WR,up ShortestLowerTexture
38,0 ;W1,down to LEF
23,0 ;S1,down to LEF
82,0 ;WR,down to LEF
60,0 ;SR,down to LEF
37,0 ;W1,down to LEF ((numeric) floor texture changed)
84,0 ;WR,down to LEF ((numeric) floor texture changed)
19,0 ;W1,down to HEF
102,0 ;S1,down to HEF
83,0 ;WR,down to HEF
45,0 ;SR,down to HEF
36,0 ;W1,fast down to HEF + 8
71,0 ;S1,fast down to HEF + 8
98,0 ;WR,fast down to HEF + 8
70,0 ;SR,fast down to HEF + 8
9,0 ;S1,donut (see note 12) ((numeric) floor texture changed)
;STAIRS
8,0 ;W1,stairs
7,0 ;S1,stairs
100,0 ;W1,fast stairs (each up 16 not 8) + crush
127,0 ;S1,fast stairs (each up 16 not 8) + crush
;MOVING FLOORS
53,0 ;W1&,start moving floor (3 sec)
54,0 ;W1&,stop moving floor
87,0 ;WR&,start moving floor (3 sec)
89,0 ;WR&,stop moving floor
;CRUSHING CEILINGS
6,0 ;W1&,start crush/fast hurt (0 sec)
25,0 ;W1&,start crush/slow hurt (0 sec)
73,0 ;WR&,start crush/slow hurt (0 sec)
77,0 ;WR&,start crush/fast hurt (0 sec)
57,0 ;W1&,stop crush
74,0 ;WR&,stop crush
141,0 ;W1&,start crush/slow hurt "Silent" (0 sec)
;EXIT LEVEL
11,0 ;nS-,End level/go to next level
51,0 ;nS-,End level/go to secret level
52,0 ;nW-,End level/go to next level
124,0 ;nW-,End level/go to secret level
;TELEPORT
39,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=7,f0sprite.hitag=tag ;W1m,Teleport
97,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=7,f0sprite.hitag=tag ;WRm,Teleport
125,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=7,f0sprite.hitag=tag ;W1m,Teleport monsters only
126,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=7,f0sprite.hitag=tag ;WRm,Teleport monsters only
;LIGHT
35,0 ;W1,0
104,0 ;W1,LE (light level)
12,0 ;W1,HE (light level)
13,0 ;W1,255
79,0 ;WR,0
80,0 ;WR,HE (light level)
81,0 ;WR,255
17,0 ;W1,Light blinks (see [4-9-1] type 3)
138,0 ;SR,255 (clunk)
139,0 ;SR,0 (clunk)
[SECTORCONVERSIONS]
;Instructions on sector conversions:
;[dtype(-dtype)],[structname.field,op,val]...
;
;dtype Can be any number found in linedef[].type of a doom map.
;structname Can be any of these:
; sector - The front side of a wall
; (#)sprite - A sprite that will be inserted into front sector if accessed
; For sprites, the # option allows you to choose which of 8 possible
; sprites in each sector the field will be put into. Only touched
; sprites will be inserted into the final map.
;field Can be any field inside the structure you chose
;op Can be any of these standard C operators: = += -= ^= |= &=
;val Can be a number, a define, or the keyword "tag"
0-4095,sector.ceilingstat|=8,sector.floorstat|=8,
;LIGHT EFFECTS
1,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;random off
2,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;blink 0.5 second
3,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;blink 1.0 second
8,sector.floorshade+=16,0sprite.picnum=CYCLER,0sprite.ang=1536, ;oscillates
12,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;blink 0.5 second, synchronized
13,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;blink 1.0 second, synchronized
17,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;flickers on and off randomly (1.666+)
;DAMAGE
7,sector.tag=1 ;hurt 2-5%
5,sector.tag=1 ;hurt 5-10%
16,sector.tag=1 ;hurt 10-20%
4,sector.tag=1 ;hurt 10-20% & light blink 0.5 second
4,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4,
;DOORS/SECRETS
10,sector.tag=20,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=10,0sprite.hitag=1024 ;after 30 sec, ceiling closes like door
14, ;after 300 sec, ceiling opens like door
9,sector.tag=32767 ;(Secret) If in this sector, you get credit at end
11, ;(End) -10/20% health. When < 11%, level ends
6,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=25 ;crushing ceiling (Doom 2 only)
15, ;ammo creator (Doom 2 only)